Curse of the Blue Tattoo, by L.A. Meyer (Harcourt, 2005)

After her grand adventures aboard HMS Dolphin came to an ignominious end following the discovery that ship’s boy (later midshipman) Jacky Faber was, in fact, a fifteen-year-old girl, the spirited heroine of the Bloody Jack series embarks upon a new career: schoolgirl.  At the exclusive (and strict) Lawson Peabody School for Girls in Boston, Jacky has to learn how to become a lady … something she’s most ill-prepared to handle.  She’s been an orphan and a sailor, and has even killed men in the heat of battle, but that all pales next to the casual cruelty of teenage girls in a place so far away from home.

Now Jacky’s learning to ride, to dress properly, to use a soup spoon, and to do needlework.  Boring!  Half the girls hate her, and most of the rest laugh at her.  Save for a mere handful of girls, Jacky’s better able to relate to the serving staff.  It doesn’t help, also, that everytime she leaves the school for any reason, she gets in trouble.  And trouble is what she handles best.  From being arrested for “lewd and lacivious conduct” to battling one of the school’s nastiest students, from singing and dancing in local taverns to saving a friend’s farm with a most unorthodox plan, from tormenting visiting ships to ferreting out a murderer, Jacky’s right in the middle of things.  But will she ever see her beloved Jaimy again?

Curse of the Blue Tattoo picks up where Bloody Jack left off, and believe me, the story doesn’t slow down one bit.  Some readers might be put off at the first person, present tense style in which the book is written; I find it kinetic and fluid, representing as it does Jacky’s thoughts and way of speaking.  It takes some getting used to, but I found it rapidly grew on me.

Jacky Faber herself is a rare breed of heroine: accidental. (After all, we’re talking about someone who went to sea simply because ship’s food was a step up from her previous situation…) She’s impulsive, whiny, prone to overacting -and- overreacting, impetuous, stubborn, emotional and very often annoying.  She’s also bold, brave, loyal, strong, and resourceful.  She’s a dubious role model, but fun to watch as she gets in and out of scrapes one after another.  L.A. Meyer has an ear for dialogue, an eye for action scenes, and a knack for accurately portraying the setting in all manner of lights, both good and bad.  Like its predecessor, Curse of the Blue Tattoo is a thick book, densely packed with plot and adventure, and well worth checking out.  After one book I was intrigued; after the second, I’m hooked.


Book: http://www.meyerstudiogallery.com/Jacky%20subhead%20folder/Jacky%20home.html

Hell to Pay, by Simon R. Green (Ace, 2006)

Lilith may be gone for good, but the Nightside, that sordid dark heart of London remains, a magical place where anything’s possible, everything’s for sale, and everyone has a hidden agenda. And as long as the Nightside endures, there’s work to be had for John Taylor, the most dangerous P. I. in town. Because let’s face it, saving the world from ancient evils doesn’t pay the rent, and in the Nightside, there’s always someone who needs something.

This time, it’s Jeremiah Griffin, the obscenely wealthy immortal who’s made no secret of his intentions to fill the power vacuum left by Lilith’s machinations. But before he can take over the Nightside, he needs John Taylor to locate his missing granddaughter, his newly-designated heir, who’s vanished without a trace. And that’s where it starts to get ugly. Because now John’s going to have to turn over some very nasty stones and deal with all the dark, wriggling secrets and cold truths that come squirming into the light. He’ll track down and question Griffin’s wife, children and spouses, and grandson, and his search will take him into some of the most exclusive — and most disturbing — establishments in the Nightside. Immortality, after all, can inspire all manner of interesting vices to stave off the boredom. And then Taylor will learn just how Jeremiah Griffin became immortal, and what all that entails. Will John Taylor escape with his soul intact? Hey, no one ever said life in the Nightside was dull, safe, predictable, or sane. Especially once the Salvation Army Sisterhood, the original nuns with guns, get involved.

After the epic events of the past few books, it’s almost relaxing to get back to something as down-to-Earth as a missing person case, albeit one with a Nightside twist. As always, Green shines in his over-the-top, non-holds-barred action and descriptions of the Nightside’s nastiest, strangest corners. The beauty of this setting is that just about anything can, and does, make an appearance, including some characters from other books, such as Bruin Bear and Jimmy Thunder. Not only do Nightside regulars Larry Oblivion, Suzie Shooter, and Dead Boy show up, but a whole host of new characters get their time in the spotlight.

I’ll be honest:  after you’ve read enough of Simon Green’s books, you begin to see certain recurring themes, and Hell To Pay reminds me strongly of some of the Hawk and Fisher novels. The wealthy are all decadent and twisted, though not without vaguely redeeming features. The authorities are corrupt, or at least fairly nasty in their own way. Weird Stuff ™ wanders in and out of the story for no better reason than Green felt like it. There’s always someone who’s the most whatever (strongest/fastest/nastiest) or the best whatever (swordsman/businessman/fighter), or just plain scariest. Mind you, this isn’t a bad thing. These books occupy a very distinct niche in their own right, and no one can write quite like Simon Green when it comes to stylized or extreme dark/urban fantasy storytelling. He doesn’t take it seriously, and neither should you, because it’s all in good fun. I absolutely love this series, and Hell To Pay is the perfect place to jump in if you can’t be bothered to read the first six in the series (but really, why wouldn’t you?) Hell To Pay is urban fantasy with a neon edge, and its shameless abandon is a welcome change from the books that wallow in angst and indecision. (And in a subgenre rapidly overflowing with paranormal romances, it’s refreshingly light on matters of the heart.)

So I’ll happily recommend Hell To Pay as a worthy addition to the Nightside series. It may not break much new ground, but it’s thoroughly enjoyable in its own right, and that’s enough for me.

Originally reviewed for the Green Man Review, 2007

Bloody Jack, by L.A. Meyer (Harcourt, 2004)

It’s 1802.  You’re a thirteen-year-old female orphan living with a gang in London, and you make your living as a beggar and thief.  There’s no way out, no hope of improving the situation, and every chance that you’ll be dead or sold to people with unhealthy desires before the year is out.  Then things get worse.  What do you do?  Well, if you’re Mary “Jacky” Faber, you disguise yourself as a boy and sign on as a ship’s boy abord HMS Dolphin, where at least they’ll feed you and show you the world.  And that’s the start of the legend of Bloody Jacky.

Over the next few years, Jacky dodges discovery, hits puberty, fights pirates, and indeed sees exotic ports of call.  She makes lifelong friends, learns valuable lessons, and falls in love (albeit very discreetly) with a fellow ship’s boy.  It’s one of the best (if most dangerous) times of her life, even if “he” has to dodge sailors with an eye for young flesh now and again… It’s a shame all good things must come to an end, even where Jacky Faber is concerned.  But that, that’s another story to be told.

Bloody Jack is an excellent beginning to a superb series of adventure, derring-do, and high seas action.  Starring the irrepressible Jacky Faber, a heroine with a knack for surviving by the skin of her teeth, it kicks into high gear as soon as she’s undercover and onboard the Dolphin.  It’s told in a rather stream-of-conscious manner from Jacky’s viewpoint, which did take some getting used to, but this method does have the benefit of really immersing you in the story.  I couldn’t stop reading once things were underway.

All in all, I thoroughly enjoyed Bloody Jack, enough that I rushed out to grab the rest of the series to date.  Admittedly, it’s not for everyone, both due to the unusual style in which it’s written, and because it contains some scenes younger readers might find uncomfortable. (Nothing graphic, but see above, re: sailor with desire for young men…)  This book is, however, likely to appeal to fans of Tamora Pierce’s Lioness Quartet, or Mercedes Lackey’s Arrows of the Queen, for example.  Jacky Faber’s a memorable heroine, and I’m glad we’ll be seeing more of her.

Under the Jolly Roger, by L.A. Meyer (Harcourt, 2005)

Jacky Faber, Scourge of the Seven Seas, is at it again! After leaving the Lawson Peabody School For Young Girls under dubious circumstances (the fire wasn’t entirely her fault), Jacky finds passage across the Atlantic on a whaling ship, as part of her new plan to find the love of her life, Jaimy Fletcher.  Of course, one thing leads to another, and before the two can be properly reunited, Jacky’s kidnapped and pressed into service aboard HMS Wolverine, quite possibly the worst ship in the British fleet.  Her only chance of survival (and of keeping her virtue, such as it, intact) is to be absolutely indispensible, so she begins the near-impossible task of making a proper crew out of the Wolverine’s motley collection of sailors and officers. And when a fortuitous accident befalls the insane, lecherous Captain (again, mostly not Jacky’s fault), “Bloody Jack” takes command of the ship.

Mind you, that’s just the start of her grand scheme.  Because with Jacky Faber and her ever-changing fortune, it’s not long at all before she’s commanding her own privateer, terrorizing the high seas in the name of King and Country (and her own purse).  There’s one thing you can never say about Jacky Faber, and that’s that her life is boring.  Of course, something’s bound to go wrong eventually…

The third book in the Bloody Jack Adventures, Under the Jolly Roger is everything we’ve come to expect from the series.  Action, adventure, high-spirited escapades, and a teenage heroine who continually defies all societal expectations as she charts her own path through the opening years of the 19th Century.  As Jacky matures and grows into her attitude, she takes ever-more amazing risks and leaps of logic as she embraces her dreams in the face of opposition.  And as usual, she’s got a merry band of friends and followers swept up in the sheer madness of it all.

Some authors might have gotten at least two books out of all that’s packed into this one thick volume.  I, for one, am glad Meyer went with this version, as it gives far more story all at once, and that’s never a bad thing when you’re caught up in the spirit of Jacky Faber.  She’s one of the most memorable, complex, and entertaining teenage heroines out there today.  Are her adventures, fraught with danger and riddled with coincidence, unrealistic?  Probably, but that hasn’t stopped my enjoyment of the series one bit.  Fans of Tamora Pierce, Mercedes Lackey, or Anne McCaffrey will undoubtedly enjoy a strong teen female lead cast in a classic mold.  I can’t recommend these books enough.

In the Belly of the Bloodhound, by L.A. Meyer (Harcourt, 2006)

Author: L. A. Meyer

The infamous, irrepressible Jacky Faber has been many things in her time: orphan, begger, thief, sailor, officer in the British Navy, schoolgirl, lady, pirate, and entertainer.  However, she’s about to take on an entirely new role: potential slave.

After Jacky returns to the relative safety of the Lawson Peabody School for Young Girls, there to hide while dealing with a small matter (the British government having put a price on her head for piracy,) she resumes her life as a student, laying low and rebuilding both old friendships and old enmities.  All she wants is a life free of complications, free to be with her beloeved Jaimy and free to start up a little shipping company.  It’s not her fault the entire world seems to be after her.  Mostly.  And just when things seem to be going smoothly, disaster strikes, as Jacky and thirty other of her schoolmates and friends are kidnapped by slavers, and set on a fateful course for Africa.

Now, trapped in the cargo hold of a slaver ship, Jacky has to rally her hapless troops, enlist the aid of her archenemy Clarissa Howe (of the Virginia Howes) and find a way to defeat her vile captors.  Or else it’s goodbye freedom, hello Arab harems.  Can thirty-some teenage girls find the strength needed to survive the harrowing, mind-numbing, spirit-breaking, perilous voyage?  Or will they be lost forever?  Oh, don’t be silly.  They have the one thing those slavers never could have counted upon:  Jacky Faber.  And before she’s done, Jacky will use every trick in her arsenal, find a long-lost ally, and teach every one of those girls how to fight back.  Pity the bad guys.

In the Belly of the Bloodhound is yet another wild adventure in the saga of the girl they call Bloody Jack.  It’s good to know that even when things look their worst, she’s already planning three steps ahead.  In this book, she puts her hard-earned experiences and skills to the test, not only taking on a leadership role, but proving she knows how to share leadership, and how to sublimate old hatreds for the good of the cause.  She’s bold, strong, fearless, and unstoppable, even though she’s a self-professed coward who only acts heroically out of self-defense.  Sure, she has plenty of weak moments, but she knows how to work past them, and that’s what matters.

Sadly, there’s far too many characters floating around this book for them all to shine, though as always, Meyer puts the spotlight on a handful who will undoubtedly turn up with more prominence later in the series.  Of note, though, is the attention given to Clarissa, who may be Jacky’s enemy, but she’s also a well-rounded, complex creature in her own right, who really comes to life here.

Once again, Jacky’s life is riddled with coincidental meetings, well-timed appearances and disappearances, and improbable events.  However, it’s a strength of the series that these things are acceptable under the circumstances.  Jacky really does lead a charmed (or “interesting”) life… and since she’s the one telling the story, perhaps she’s embellishing as she goes along.  I can’t much fault the story for these.

I will note that when Jacky tells several stories of her life as a beggar on the streets, the book begins to feel a little padded.  It’s by no means a short book, and the stories, which have little to add to the current storyline (that I could tell) only extend the overall length.  Though I was by no means upset to dwell a little longer in Jacky’s world, they seemed oddly timed.

I must commend Meyer for his attention to details; nothing seems left out when it comes to an attempt at accuracy given the historical and nautical settings involved, right down to various societal prejudices and viewpoints.  We’re definitely not given a sanitized version of reality, and the dangers our heroines undergo -are- fairly harrowing.

I’ve thoroughly loved this series, and it was a definite shame to put down this book and know I won’t see any more of Jacky Faber for some time to come.  Especially since this one ends on something of a cliffhanger, one I can’t wait to see resolved.  This isn’t just good stuff, it’s among the best as far as YA adventure goes, and I highly recommend it.

Kitty Takes A Holiday, by Carrie Vaughn (Warner, 2007)

Kitty Norville has had enough of society for a while.  After being outed as a werewolf on national television, the feisty radio personality decides it’s time to retreat to the wilderness and write her memoirs and lay low for a while, in the manner made famous by Henry David Thoreau in Walden. Unfortunately, the writing’s going at a glacial pace, and the locals aren’t entirely thrilled to have a well-known werewolf hanging out anywhere near them.  And when bloody sacrifices are left on her doorstep, and barbed wire crosses appear around her cabin, Kitty realizes that someone’s playing fast and loose with some really bad karma, and it’s all directed at her.

Things get even more complicated when her sometime ally, Cormac the werewolf hunter, shows up on her doorstep with Ben O’Farrell, Kitty’s lawyer and Cormac’s occasionally ally, in tow.  It seems a job went awry, and Ben’s been bitten by a werewolf, and the infection has taken root.  Can Kitty coach poor Ben through the transformation, or will Cormac have to perform a mercy killing after all?  All this, and somewhere out in the wilderness, -something- is slaughtering livestock, and Kitty’s getting the blame.  Oh, and while Kitty’s been absent from the airwaves, a new radio personality is stealing her shtick.  What’s a girl to do?

This is the third book in the series, and something of a turning point for Kitty’s ongoing evolution.  Through her experiences, we get to see just how people are reacting to the recently-revealed presence of werewolves and vampires and the like in society, complete with scientific studies, federal laws, and good old-fashioned fear and prejudice.  Most series either deal with supernaturals still in the closet, or already out and integrated into the public, so it’s interesting to see a series set right during that initial adjustment period.  It parallels nicely to Kitty’s own adjustment, as she deals with unwelcome attention and ignorance-spawned attitudes.

Another thing of interest is that, for the most part, the main threat in this book is dealt with a good deal before the end, leaving a significant portion of the story for follow-up and repercussions.  Again, most books leave the defeat of the “big bad” for the end, and we rarely see this sort of attention given to what happens next.  Let’s just say that there’s occasionally a price to be paid for hunting vampires or werewolves, and our heroes have to face up to this fact for once.

Kitty Takes A Holiday is a fun urban fantasy, with a strong female lead and a nice take on the issue of shape shifters in modern society.  I’ve really enjoyed this series so far, and I’m looking forward to future installments.

Originally reviewed for the Green Man Review, 2007

Blood Engines, by T.A. Pratt (Bantam, 2007)

When Marla Mason, sorcerer overlord/guardian of the East Coast city of Felport, travels to San Francisco in search of a magical artifact, she expects it to be a quick trip. Get in, get what she needs, get out with a minimum of threats, intimidation, violence, and/or magical persuasion. She certainly doesn’t expect to get involved in some major trouble involving San Francisco’s local sorcerers and a mysterious threat picking them off one by one. Heck, if it was up to Marla, she’d wish the person killing them the best of luck, and skip town in a hurry. Unfortunately, her mission is a matter of life and death — hers, to be exact. And so Marla and her constant companion, Rondeau, follow a bloody trail through the streets and mysteries of San Francisco, one step ahead of (and sometimes two steps behind) a maniac of disturbing power and frightening ambition. They’ll have to deal with rival sorcerers, an angry god, poisonous frogs, killer hummingbirds, a movie star turned half-insane oracle, alternate realities, and bizarre magic of all sorts as they try to survive… and even then, it won’t be easy. Luckily, Marla Mason didn’t get to the top of the food chain in Felport without picking up some decidedly nasty tricks and an unfailing will to survive.

Blood Engines is a brain-twisting, superb beginning to a new urban fantasy from Tim Pratt, best known for his previous book, The Adventures of Rangergirl. To sum it up in a sentence, it’s all about Weird Magic. Amazingly strange, fascinating ideas spring from the pages, one after another with surprising frequencies, blending a dozen or more schools of magical thought into a psychedelic tapestry of unexpected depth. Chinese myth, Aztec beliefs, postmodern technomagic, sex magic (anyone who can use the term pornomancer with a straight face gets points from me), historical legends, and so much more make an appearance, all logical in their own strange ways. I can honestly say that Pratt’s worked out a series of interlocking systems unlike any urban fantasy I’ve seen in a long time, creating a compelling world that’s definitely worth exploring in more detail.

The characters are memorable, to say the least, starting with the protagonist, Marla Mason. With only hints at her background to go by, we’re left to figure her out from her do-anything, pragmatic attitude, and the casually cruel streak that runs through her actions. She’s violent, blunt, cautious, prone to making poor decisions as she pursues her own interests, loyal and yet capable of using even her closest friends as tools or weapons when the circumstances demand. She’s honorable, but people learn to watch just what sort of bargains they make with her, and her capacity for coldness is almost surprising. And she’s a joy to watch in action. Her sidekick/partner/friend, Rondeau, is gleefully hedonistic, self-centered, mysterious, and full of surprises, and the perfect foil to Marla’s overbearing demeanor. Bradley Bowman, AKA B, the movie star-turned-seer, has an almost-childlike appeal as he wanders through the plot at his own pace, providing some unexpected aid and innovative solutions to various problems, As for a certain snake god… well, I sincerely hope that we see him and his skewed sense of honor and practicality again soon, even if Marla might not welcome his return.

Pratt has an uncanny ability to infuse his characters and setting with a certain weight and history. With just a few hints here and there, I was convinced that there was so much more to be told regarding Marla and Rondeau’s histories, and I was left wanting to learn more about their past dealings, and their home city of Felport. I’m already looking forward to the next in the series, which promises to expand upon what we already know, and which will flesh out Felport to a much larger extent. Seeing Marla on her home turf, with access to her allies and resources, is bound to be entertaining, and probably messy for her enemies. I’ve read a lot of urban fantasies, and believe me, Blood Engines is new and different and not to be missed.

Originally reviewed for SF Site, 2007

Forgotten Truth, by Dawn Cook (Ace, 2003)

After several adventures, Alissa has finally discovered her true heritage and power. As one of the legendary Masters of the Hold, she can transform into a dragon like raku, and has great untapped magical potential which she’s slowly exploring with the help of the Hold’s last surviving teacher, Talo-Toecan. The only other inhabitants of the hold, the minstrel Strell and the ghostly Lodesh, vie for her affections, and deep in Alissa’s mind, the feral nature of the raku still dwells, threatening to take over the body if she allows it. This is all much more than she ever expected of her life growing up, and it’s only heating up. True, she’s mastering her abilities. True, the evil usurper who used to dwell in the Hold is gone. True, she loves Strell. But Alissa’s about to learn a whole new host of secrets, when a spell gone wrong catapults her back in time hundreds of years, to a point when the Hold was in full bloom, full of Masters, students, and some very familiar — if much younger — faces.

Now Alissa is trapped centuries before she was born, at risk of altering the future. Worse still, her feral self is growing ever stronger, and if she can’t make it home, she may lose her rational self, forever. On the bright side, she’s in a position to learn about some very valuable aspects of her magical potential…. and some of the darkest secrets of the Masters. For what has been lost in the present remains all too clear in the past, and the subtle differences between Master, Keeper, normal person, and cursed prophet are very subtle indeed.

The first two books in this series, First Truth and Hidden Truth introduced us to a fascinating new setting, albeit a deserted, claustrophobic one with a lot of history behind it. In Forgotten Truth, we finally get to see the setting when it was at the height of its power, before certain troubles and catastrophes occurred. It’s like opening the shades on a very large window; with the right source of light, that claustrophobic room suddenly becomes ten times the size. The cast, too, is expanded dramatically, filling in some back story and adding new dimensions to what we already knew, about characters long-dead or missing, and about characters who’ve already had their time on stage. It was perhaps the best thing Cook could have done at this stage in the series, to expand the setting as she did, without dramatically altering the characters involved. She’s got a great series on her hands, and I’m interested in seeing where she plans to take it, now that we’ve learned what we have about character origins, and the like.

I’m really enjoying the Truth series; it’s a new twist on some old concepts, and it works.

Originally reviewed for SF Site, 2004

Ill Wind, by Rachel Caine (Roc, 2003)

“Mother Nature is schizophrenic and homicidal, and the only thing that stands between you and hideous, painful death is a couple of thousand people worldwide hanging on by their fingernails.”
–Joanne Baldwin, Warden

Joanne Baldwin, Weather Warden, can control air and water and manipulate the weather to her own ends, so long as those ends are for the greater good of an unknowing public and a strictly hierarchical Wardens Association. Normally, this wouldn’t be a problem. Except that she’s on the run from her friends and co-workers, accused of murder and tainted by an unholy force. Should she be caught, she’ll be depowered, or killed, regardless of her innocence. Her only hope lies in finding Lewis Orwell, the most powerful Warden the world has seen in a very long time. Too bad he’s gone missing, and with him three bottles of imprisoned Djinn, the magical beings which bolster Warden powers and help them protect humanity against a vicious, uncaring Mother Nature.

It’s a race against time for Joanne. Find Lewis before the Wardens find her, and just who the heck wants her — dead? That last lightning bolt, for instance, the one out of a clear sky? Way too close for comfort. And then there’s David, the hitchhiker who comes along at a rather coincidental moment, and is simply too good (and too sexy) to be true. Is he on her side, or another pawn of her enemies? Joanne doesn’t know where to turn or who to trust at this point, not when she’s been betrayed by her superiors and used as a tool in a very deadly game. Little does she know she’s only uncovered the tip of the iceberg, and the trouble she’s in has barely begun.

Ill Wind, the first book in the Weather Warden series, is an impressively strong debut from newcomer Rachel Caine. She starts off by dropping us in the middle of Things Going Wrong, and cranks up the pressure from there, adding plenty of twists and turns along the way, and capping it all off with a truly surprising change in status quo. Her characters are memorable, and Joanne is a likeable character of whom I want to see much more. Added to that is the entire concept; a secret society of magical weather controllers who do their best to moderate the destructive potential of forest fires, earthquakes, storms, hurricanes, tornados and blizzards. It’s one of those twists where you really have to go “I wish I’d thought of that.” Toss in some very unhappy Djinn (old school… no three wishes here, just really annoyed magical beings trapped in bottles and forced to do your bidding and believe me, you’d better give them distinctly clear instructions and watch your back….) and you have a recipe for a cool new series. This is good stuff, definitely worth checking out.

Originally posted on SF Site, 2003

Time of Judgment Trilogy, by Ari Marmell, Bill Bridges and Bruce Baugh(White Wolf, 2004)

After twelve years, hundreds of supplements, and dozens of fiction books, White Wolf Games decided to undertake a risky and unusual proposition: rather than update and revise their games, like they’d done twice before, they simply chose to end their popular World of Darkness series of games altogether, by publishing supplements containing end of the world scenarios for each of their game lines. In conjunction with this, they also released a trilogy of novels, one for each of the three major games, offering a canonical end to their universe. Billed as three separate acts in a larger story rather than a conventional story, The Time of Judgment trilogy answers some long-standing questions about the setting, and offers fans a glimpse into how things might just wrap up.

In Gehenna: The Final Night, a strange affliction sweeps through the ranks of the vampires which have preyed upon and dwelled among humanity for all of recorded time. As their supernatural abilities fade and their inhuman hungers grow, panic begins to grip the Kindred, both among the civilized sect known as the Camarilla, and the less restrained sect known as the Sabbat. As questions mount without ready answers, some vampires take this opportunity to settle old scores once and for all, while others quest for ancient secrets which might shed light on the situation. Night by night, the nocturnal society crumbles and collapses, the eldest vampires preying upon the young, blood flowing like water as they desperately try to slake their thirst.

Amidst the chaos, several players take the stage. For the researcher Beckett, this may be the best and last chance he has to figure out what purpose the Kindred serve. For the infamous Lucita, this will be a final reckoning with the dark forces she’s struggled with for centuries. And for the reclusive Kapaneus, it will be a time of discovery and redefinition, as he leaves his voluntary exile for the first time in many years. Why are the Kindred dying, and how does it all tie into the legendary Caine, first murderer and first vampire? The world will forever be changed by the passing of the Kindred, for they won’t go quietly into the final nights.

Though in some ways, Gehenna moves quickly, skipping over major events in the dissolution of Kindred society as it self-destructs, it still finds time to address long-standing concerns. This is, in many ways, the ultimate payoff for longtime fans, as many of Vampire’s “signature characters” appear for the last time, wrapping up old plotlines, settling grudges, and fighting off their inevitable ends . Faced with the conclusion of the long-running “metaplot” that has guided and linked dozens of supplements over the years, first-time novelist Ari Marmell spares no punches. Where many stories are about preventing the end of everything, Gehenna is about how the characters meet that ending. At times gory and action-packed, it also drops into moments of quiet introspection, giving the passing of the vampires a dignity amongst the desperation. Even if the answers it provides are somewhat vague, it’s still better than nothing. The game supplements offer several different scenarios for running Gehenna; the book takes elements from multiple scenarios in what’s probably the best compromise. Like it or not, this is the “official” end of the story, as far as the fiction line is concerned.

In a similar vein, The Last Battle brings the shapeshifters known as the Garou to their long-feared Apocalypse. Charged since the dawn of time with protecting the Earth spirit known as Gaia from the corrupting influence of the primal, insane Wyrm and its misshapen servants, the werewolves are a dying race, split into quarreling tribes and challenged by enemies on all sides, even within. King Albrecht, North American ruler of the Silver Fang tribe, spends his energies trying to form an alliance; when he and his entourage go missing after one diplomatic mission, several other influential leaders band together in a desperate, possibly disastrous union that will take their people to a war they cannot win. Meanwhile, Evan Heals-The-Past, charged with righting an ancient wrong, must rally a disparate group of untried Garou from different packs and tribes to combat a newly-free evil. The Egyptian werewolf known as Mephi Faster-Than-Death will be called upon to outrace death one last time, and in doing so, he may free his own tribe from an ancient curse. Meanwhile, the fallen Garou called Zhyzhak walks the evil Labyrinth one last time, an act which could free the Wyrm and bring about the death of everything on Earth. The Garou have always known that they’d likely fall in battle to fulfill their duties to Gaia; now that time has come and there’s no turning back.

Author Bill Bridges has written other books in the Werewolf line of fiction, so for him, this is both familiar territory, and a swan song. He too is given free rein to wrap up dangling plotlines, and to give the Garou a fitting sendoff. As is to be expected in a book titled The Last Battle, the body count is high and no one is safe. The battle rages on Earth, on the spiritual plane known as the Umbra, and in the heavens, as the planets themselves stir to life. Bridges does an excellent job of balancing the somewhat incongruous sides of Werewolf, the combat aspect and the spiritual aspect, and ascribing a certain fatalistic poignancy to the culmination of years of plotting. Again, this isn’t about averting the Apocalypse, it’s about meeting it head-on with dignity and pride. The ending is open to interpretation, with more than a few things left unexplained; probably all for the best, since even at this late point, the story benefits from a touch of inexplicable and ambiguous mystery. What matters is that the Werewolf story has a proper closure, one the fans can accept or not as they choose.

The trilogy, and the universe itself, are wrapped up in Bruce Baugh’s Judgment Day, which focuses upon the Mage game line. Where Gehenna was about questing for answers while the world fell apart, and The Last Battle was about the conflict brought about by the Apocalypse, Judgment Day is nothing less than the unmaking of all creation. As the universe winds down, all other problems and mysteries are placed into perspective. Unknown forces have selected three special people, all capable of manipulating the world around them in what some call magic. William, a paraplegic enhanced by advanced science. Robert, a modern-day urban shaman. Ming Xian, a Chinese mage hunted by her order’s long-time enemies. Individually, they represent three very different belief systems in the Mage setting. Normally, they’d never even have met; if they had, they might never have gotten along. It’s only now, when the world is unraveling and the laws of time and space no longer seem to apply, that they’re forced to associate. But why them? Who or what has chosen them, and for what role? Their separate and united quests will take them into the realm of the dead, to a Mars dominated by a crumbling citadel and haunted by legendary mages, to the ends of the Earth, and finally into the great unknown.

Written from alternating first person, present tense, points of view, Judgment Day isn’t the easiest story to follow. It’s interesting that for the very last Mage book (not that there have been all that many, especially compared to, say, the Vampire fiction line), Baugh chose to tell the story through these particular characters. Robert is hardly a major player in the Mage metaplot, and not what I’d have called representative of the Nine Traditions, which form the bulk of player-identifiable characters. William, though much more representative of the opposing Technocracy, is actually a lot more likable than one usual expects of the faction traditionally painted as the bad guys. And as for Ming Xian, she belongs to what I’d consider a rather minor group, one that even long-time Mage fans might be hard-pressed to describe. Virtually no mention is given of the insane Marauders or corrupt Nephandi, both of which have played large parts in the Mage metaplot over the years. Baugh’s story is ambitious and audacious for its choices.

The world is coming apart at the seams, and we’re often treated to three different, yet similar, experiences as the three characters follow their separate paths. But does it work? Yeah, it works. Mage has always been a more introspective, more inventive, more philosophical game than either of its two companions, and right to the last, it explores a deeper metaphysical territory. Even as the last page is turned, it opens up new questions, and the hope for another, better world to come.

I’m hesitant to recommend the Time of Judgment trilogy to newcomers. It’s steeped in twelve years of game supplements and fiction, after all. Even trying to explain the basics can be an exercise in frustration. Each book within the trilogy is self-contained; you don’t need to read all three unless you really want. Each builds upon the previous, and they all build upon what has come before them in the World of Darkness, but they hold up well to external scrutiny. In the end, all you need to know is this: the vampires, who have been around since Caine killed Abel, are dying out; the werewolves, who fight the minions of a primal force gone mad, must come together for one last battle; the mages, who manipulate reality itself are drawn together as reality finally comes unglued. The universe is rebooting, and it’s time for all stories to come to a close.

I have to salute White Wolf for taking this step, for daring to go out on a relatively high note. While these books won’t please all the fans, they certainly give it their best shot. I was pleasantly surprised at how strong these books were, both individually, and as a whole.

Originally posted on SF Site, 2004