Sistersong by Lucy Holland

In the ancient kingdom of Dumnonia, there is old magic to be found in the whisper of the wind, the roots of the trees, the curl of the grass. King Cador knew this once, but now the land has turned from him, calling instead to his three children. Riva can cure others, but can’t seem to heal her own deep scars. Keyne battles to be accepted for who he truly is—the king’s son. And Sinne dreams of seeing the world, of finding adventure.

All three fear a life of confinement within the walls of the hold, their people’s last bastion of strength against the invading Saxons. However, change comes on the day ash falls from the sky. It brings with it Myrdhin, meddler and magician. And Tristan, a warrior whose secrets will tear them apart.

Riva, Keyne and Sinne—three siblings entangled in a web of treachery and heartbreak, who must fight to forge their own paths. 

Their story will shape the destiny of Britain. (taken from Amazon)

Thank you to Orbit and Angela Man for providing me with this book in exchange for my honest opinion. Sistersong will be available on October fifth.

Sistersong is a study in contradictions. Beautiful but brutal. Sad but hopeful. Large but intensely personal. I suppose that it only makes sense that my impressions would be rather contradictory as well.

The book tells a tale of change, of the way a single choice can turn a world on its head. Riva, Keyne, and Sinne are three siblings, each with their own struggles and desires. Keyne wants to be accepted for who he is, but is struggling against the preconceptions of others. Riva considers herself “broken” after a childhood accident and it colors her choices. Sinne longs for something more than her daily routine. Together, these three might either lose- or save- their people and themselves.

The tone was set from the get-go. The reader is introduced to a land and time that is divided, with older traditions being assimilated into the newer ones started by the arrival of Christianity. There was an interesting give and take between the old and the new, with the struggle being represented by two very different and distinct characters: Mrydhin, magician of legend; and Gildas, the Christian priest. While I found the struggle between the old and the new interesting, I was also a little disappointed. The changing of religions and cultures can be fascinating, but instead of a nuanced exploration of the meaning behind the changes and the possible ramifications, Gildas was reduced to a typical villain. I would have liked to see a more complex range of motivations for his actions, instead of seeing the old magic as “good” and the new religion as “bad”. That being said, Mrydhin was written brilliantly. I loved his world-weary wisdom and the way he put people and things into position before letting everything play out as it willed. He manipulated those around him like he was playing a game of chess and I was completely on board with it.

The book was told from the points of view of the three siblings. First, there was Sinne. Sinne was beautiful, stubborn, and capricious. She also had the ability to see bits and pieces of the future. I wanted to shake her ninety percent of the time. I believe that is the reaction the author was going for, and she succeeded magnificently. I refrained from yelling at a fictional character, but it was touch and go there for a bit. Her storyline ended up being incredibly important, and she was a catalyst for some of the biggest moments in the book, so I can’t resent her too much.

Keyne wanted to be seen and accepted. His storyline was one I really enjoyed, as he grew in confidence and knowledge. His was the most fantasy-esque part of the book, with battles, sieges, and magic. He added immensely to the feel to Sistersong, showing magic always lurking just under the surface and around corners.

Then, there was Riva. Riva was horribly burned in an accident as a child. As a result, she only had the use of one hand. She grew up accepting the lie that she was lesser than, a broken thing to be pitied. All of her choices revolve around this belief. I felt sad for her, while at the same time being frustrated at the way her insecurities were easily exploited.

Taken separately, none of these characters would be able to carry a story of this magnitude. After all, the fate of a kingdom lies in the balance. Together, a tale is told that is captivating. I have read that it is a loose retelling of an old ballad called ‘The Twa Sisters’. I’ve never heard the ballad before, but Sistersong does have a songlike quality to it. It flowed well and ended in a way that was both satisfying and a little sad.

The book moved along at a good pace, starting slowly and building up to a breathtaking climax. I had a “holy whoa” moment when the reason behind the title was explained. I did not see that coming. While I didn’t love Sistersong (mainly because of the way the struggle between older beliefs and new was simplified), I did find myself eagerly picking it up whenever I had the chance. It was enthralling and utterly unique.

I recommend Sistersong to readers who have grown up on Arthurian myths or who like hints of magic shining in-between the struggle to survive.

Paladin Unbound by Jeffrey Speight


The last of a dying breed, a holy warrior must rise up against a growing darkness in Evelium.
 
The most unlikely of heroes, a lowly itinerant mercenary, Umhra the Peacebreaker is shunned by society for his mongrel half-Orc blood. Desperate to find work for himself and his band of fighters, Umhra agrees to help solve a rash of mysterious disappearances, but uncovers a larger, more insidious plot to overthrow the natural order of Evelium in the process.
 
As Umhra journeys into the depths of Telsidor’s Keep to search for the missing, he confronts an ancient evil and, after suffering a great loss, turns to the god he disavowed for help.
 
Compelled to save the kingdom he loves, can he defeat the enemy while protecting his true identity, or must he risk everything?


The most unlikely of heroes, a lowly itinerant mercenary, Umhra the Peacebreaker is shunned by society for his mongrel half-Orc blood. Desperate to find work for himself and his band of fighters, Umhra agrees to help solve a rash of mysterious disappearances, but uncovers a larger, more insidious plot to overthrow the natural order of Evelium in the process.
 
As Umhra journeys into the depths of Telsidor’s Keep to search for the missing, he confronts an ancient evil and, after suffering a great loss, turns to the god he disavowed for help.
 
Compelled to save the kingdom he loves, can he defeat the enemy while protecting his true identity, or must he risk everything? (taken from Amazon)

When people ask for books I’d recommend to a fantasy newbie, ones that represent all the wonderful things the genre has to offer, I have a few go-tos. The Hobbit, obviously, and the Dragonlance Chronicles (really, is anyone surprised?), and, more recently, The Ventifact Colossus. Now I’m adding Paladin Unbound to that list, because this book would make anyone fall in love with fantasy.

The story starts with the main character, Umhra, just wanting to find work for himself and his band of mercenaries. When they are hired to find out what has happened to several missing people, they are thrust into a situation that is much darker and more dangerous than Umhra expected.

I was sucked in from page one, which begins at an ending. The ending of a war between gods, no less. The war ends with an asterisk, the sort that always leads to trouble down the road. What I loved about the opening is that it started huge, before moving on to the main storyline which is much more personal. It showcased a fascinating history, one that we continue to get snippets of throughout the book. I love when the history of a world or its belief systems is shared naturally like that, avoiding the dreaded info dump. I have to admit, though, I would actually read an entire book just dedicated to the history and mythology of the world of Evelium, I loved it so much. It was creative and well thought out.

As much as I enjoyed the world building, though, where Paladin Unbound shines is in its characters. There’s an excellent cast who build off each other in the best of ways. The interactions felt natural and allowed each character to grow and develop brilliantly. This was, in some ways, the typical adventuring group sometimes found in ttrpg’s – and that’s a great thing! It works very well, after all. There was Naivara the druid, Laudin the ranger, a mage named Nicholas (I have no idea why, but his name made me smile), Shadow the rogue, Balris the healer, Talus the fighter, and Gromley the warrior priest. While I loved all of them, I must say that I had a soft spot for Shadow.

Then there’s our main character, Umhra. Oh, how I loved Umhra! Being half-orc, he was distrusted, looked down on, or treated poorly quite a lot. He could have been bitter or angry and I wouldn’t have blamed him. But instead, he was an optimist, always looking for the best in every situation. He was, at his core, a good, honorable character. He was not your boring “lawful good”, however. He was incredibly nuanced and I loved reading about him. I haven’t been a huge fan of paladins in the past, but Umhra has me planning to make a paladin for my next D&D campaign.

This book would be perfect for fantasy newbies, ttrpg players, or readers who have traveled the length and breadth of many fantasy worlds and are looking for new adventures to go on. It left me excited and wanting more. Paladin Unbound is fantasy at its finest.

This review was originally part of a Storytellers on Tour book blog tour.

Storytellers on Tour Cover Reveal: Living Waters by Dan Fitzgerald

I am so excited to be joining Storytellers on Tour in introducing Dan Fitzgerald’s new book, The Living Waters! Dan Fitzgerald’s previous series, The Maer Cycle, was fantastic. He’s an author with something new and unique to offer to the fantasy genre, and The Living Waters looks to be something completely original. Dan has described it as “sword-free fantasy”, the sort of world where “we use fantasy to explore relationships and the human experience through a different lens, one that doesn’t have to involve so much violence.” * Fantasy can be the perfect backdrop for something like that because it creates a place to question, wonder, learn, and explore. The Living Waters looks to bring something special to fantasy and I’m excited for it!

So, when can you purchase The Living Waters?


Are you ready to see the cover?



Here it is!



The Living Waters by Dan Fitzgerald
Series: The Weirdwater Confluence (#1)
Published: October 15, 2021 by Shadow Spark Publishing
Genre: Sword-free Fantasy

Book Cover Illustration: Karkki AKA Kittensartbooks
Twitter: https://twitter.com/kittensartsboo1
Instagram: https://www.instagram.com/kittensartbooks/ 
Book Cover Design: Jessica Moon of Shadow Spark Pub
Twitter: https://twitter.com/jhlmoon


What is The Living Waters about?

When two painted-faced nobles take a guided raft trip on a muddy river, they expect to rough it for a few weeks before returning to their life of sheltered ease. But when mysterious swirls start appearing in the water, even their seasoned guides get rattled.  

The mystery of the swirls lures them on to seek the mythical wetlands known as the Living Waters. They discover a world beyond their imagining, but stranger still are the worlds they find inside their own minds as they are drawn deep into the troubles of this hidden place.  

The Living Waters is a sword-free fantasy novel featuring an ethereal love story, meditation magic, and an ancient book with cryptic marginalia.


About the author:

Dan Fitzgerald is the fantasy author of the Maer Cycle trilogy (character-driven low-magic fantasy) and the upcoming Weirdwater Confluence duology (sword-free fantasy with unusual love stories). The Living Waters comes out October 15, 2021 and The Isle of a Thousand Worlds arrives January 15, 2022, bothfrom Shadow Spark Publishing.  

He lives in Washington, DC with his wife, twin boys, and two cats. When not writing he might be found doing yoga, gardening, cooking, or listening to French music.  

Website: https://www.danfitzwrites.com/

Twitter: https://twitter.com/DanFitzWrites

Goodreads: https://www.instagram.com/danfitzwrites/ 

Shadow Spark Publishing

Website: http://www.shadowsparkpub.com/

Twitter: https://twitter.com/ShadowSparkPub Instagram: https://www.instagram.com/shadowsparkpub/

  

*You can find Dan Fitzgerald’s article on Sword-free fantasy here: https://www.danfitzwrites.com/blog/sword-free-fantasy



Nothing but Blackened Teeth by Cassandra Khaw

A Heian-era mansion stands abandoned, its foundations resting on the bones of a bride and its walls packed with the remains of the girls sacrificed to keep her company.

It’s the perfect venue for a group of thrill-seeking friends, brought back together to celebrate a wedding.

A night of food, drinks, and games quickly spirals into a nightmare as secrets get dragged out and relationships are tested.

But the house has secrets too. Lurking in the shadows is the ghost bride with a black smile and a hungry heart.

And she gets lonely down there in the dirt.

Effortlessly turning the classic haunted house story on its head, Nothing but Blackened Teeth is a sharp and devastating exploration of grief, the parasitic nature of relationships, and the consequences of our actions. (taken from Amazon)

Brooding and dark, Nothing but Blackened Teeth drew me in and kept me off-balance. Always on the precipice of scary, it never quite tipped over. Instead, it stayed an eerie book, one that has crawled its way into my head. I’ll be thinking about it for a long while, reliving bits and pieces of the creepy story.

Nothing but Blackened Teeth follows a group of friends who decide to rent a Heian-age mansion for an odd sort of wedding celebration. The thing is, they’ve heard it’s haunted. That’s the draw for them: they’re hoping to experience the otherworldly and the disturbing. Well, wish granted.

The story goes that originally a woman’s fiancé died on his way to marry her at the mansion. She decided to be buried alive so that she could wait for her husband like one does, I suppose. Women continued to be sacrificed, one per year, so that the buried bride wouldn’t be lonely. In all honestly, the origin story for the haunting is the part that I found to be the weakest. It just didn’t inspire that anticipatory shiver that I was hoping for.

None of the characters are particularly likable and at first, I found myself viewing them through the slasher-film lens. You know: this one will die first because they sleep around, this one next because they don’t believe in the danger, etc. However, such was not the case. The tropes became jumping-off points for complex, multi-faceted characters, each with their own flaws and fears. Half of the fun of Nothing but Blackened Teeth was watching the complicated relationships fray and slowly dissolve as the characters’ pasts caught up to them.

The story begins with Cat, a woman who is still coming to grips with an unspecified mental illness. It has affected her past and she is still in the midst of learning to cope with it. There’s Phillip, the charismatic and super rich sponsor of the mansion rental. There’s Faiz and Talia, the engaged couple. Cat and Talia have beef, and their issues with each other add to an already tense situation. Last, there’s Lin, who is a master pot-stirrer. It’s these tangled relationships and hidden emotions that really elevate Nothing but Blackened Teeth to the fascinating tale that it is.

Author Cassandra Khaw played with motifs of relationships and mental health in ways that felt a little reminiscent of Shirley Jackson (if Jackson had a penchant for gore). There were times when I wondered what was happening and what- if anything was being imagined by one character or another. Nothing but Blackened Teeth is a riveting book, perfect for fans of creepy tales with a little extra bite.

This review was originally published in Grimdark Magazine. You can find that here.

The Library: A Fragile History by Andrew Pettegree and Arthur Der Weduwen

Famed across the known world, jealously guarded by private collectors, built up over centuries, destroyed in a single day, ornamented with gold leaf and frescoes, or filled with bean bags and children’s drawings—the history of the library is rich, varied, and stuffed full of incident. In The Library, historians Andrew Pettegree and Arthur der Weduwen introduce us to the antiquarians and philanthropists who shaped the world’s great collections, trace the rise and fall of literary tastes, and reveal the high crimes and misdemeanors committed in pursuit of rare manuscripts. In doing so, they reveal that while collections themselves are fragile, often falling into ruin within a few decades, the idea of the library has been remarkably resilient as each generation makes—and remakes—the institution anew. 
 
Beautifully written and deeply researched, The Library is essential reading for booklovers, collectors, and anyone who has ever gotten blissfully lost in the stacks. (taken from Amazon)

Thank you to Netgalley for providing me with this book in exchange for my honest opinion. The Library: A Fragile History will be available for purchase on November ninth.

I was so excited to read The Library: A Fragile History! A book dedicated simply and wholly to the subject of libraries? Yes, please! This is an exhaustive, detailed dive into a subject that is dear to most book lovers: namely the history of libraries and the roles they have played over the years. I fully expected this to become a new favorite.

Unfortunately, that was not my final takeaway. This is the sort of book that does not benefit from a straight cover-to-cover read. It would be better taken in pieces over a longer period of time. There is simply so much information to take in. It is apparent that the authors took great care in doing their research and they spared no detail. And I mean no detail. Therein lies my difficulty. As much as the subject appeals to me, and as much as I’ve enjoyed other books about similar subjects, this book bored me.

It wasn’t for lack of knowledge on the authors’ parts. It wasn’t that the book was poorly organized. Rather, it was very well put together. There was just no excitement shown in the pages. I felt like the authors weren’t really all that invested in what they were writing. And that sort of rubbed off on me a little bit. This would make a great study guide, but as a book that is read for enjoyment, it just didn’t quite do it for me. I will admit that I might have enjoyed it more if I had read it in bits and bursts, instead of straight through. There was so much information to take in, after all.

If you don’t mind books that are a little dry, the information in this book might appeal to you. After all, if you’re taking the time to read a book blog, chances are high that you love books and libraries. I really wanted to love The Library: A Fragile History, but this book just wasn’t for me.

The D&D Connection: Authors and TTRPGs- What You May Have Missed

I was joined by several excellent authors, to talk about any possible connections between great fantasy writing and table top roleplaying games. I’ve gathered the posts here, so you can easily find any that you may have missed.

The D&D Connection: Authors and TTRPGs

The D&D Connection: Authors and TTRPGs-Zack Argyle

The D&D Connection: Authors and TTRPGs-Geoff Habiger

The D&D Connection: Authors and TTRPGs- Dorian Hart

The D&D Connection: Authors and TTRPGs- Rowena Andrews and Jonathan Nevair

The D&D Connection: Authors and TTRPGs- Dan Fitzgerald

The D&D Connection: Authors and TTRPGs- Thomas Howard Riley

The D&D Connection: Authors and TTRPGs- Jeffrey Speight

The D&D Connection: Authors and TTRPGs- Ricardo Victoria

The D&D Connection: Authors and TTRPGs- Rob Edwards

TTRPGs that are Based on Books

Wildwood Whispers by Willa Reece

At the age of eleven, Mel Smith’s life found its purpose when she met Sarah Ross. Ten years later, Sarah’s sudden death threatens to break her. To fulfill a final promise to her best friend, Mel travels to an idyllic small town nestled in the Appalachian Mountains. Yet Morgan’s Gap is more than a land of morning mists and deep forest shadows.
 
There are secrets that call to Mel, in the gaze of the gnarled and knowing woman everyone calls Granny, in a salvaged remedy book filled with the magic of simple mountain traditions, and in the connection she feels to the Ross homestead and the wilderness around it.

With every taste of sweet honey and tart blackberries, the wildwood twines further into Mel’s broken heart. But a threat lingers in the woods—one that may have something to do with Sarah’s untimely death and that has now set its sight on Mel.

The wildwood is whispering. It has secrets to reveal—if you’re willing to listen . . .(taken from Amazon)

Thank you to Orbit Books and Angela Man for providing me with this book in exchange for my honest opinion. Wildwood Whispers is available now.

Wildwood Whispers was enchanting and beautiful. There was something special in the prose, in the way the book took its time, describing everything so well that I felt like I was standing right next to the main character. While I wasn’t entirely sure where the book was going for a good chunk of it, I was enthralled by the writing and more than happy to follow along as it twined together what originally seemed like two separate storylines, weaving them into a beautiful whole.

The book follows Mel, a prickly individual who has just lost her best friend- her lifeline, really. Mel travels to the tiny town of Morgan’s Gap, deep in the Appalachian mountains, to scatter her best friend’s ashes. There, Mel finds mysteries waiting to be solved and dangers lurking around every corner. She also finds the chance to heal, if she’s brave enough to take it.

I really enjoyed watching Mel grow into herself. Her interactions with others were fantastic, but just as great was her inner dialogue. She found the kind of strength that comes from being hurt and allowing yourself to care anyway. Add in the supporting cast and this small town seems both simultaneously cozier and larger.

The other characters include Granny, who kind of takes Mel under her wing. There’s Lu, who makes magic with her music, and Jacob Walker, who seems to be hiding something. There is also a super creepy cult, the sort of backwards group that Netflix makes documentaries about. In fact, I wouldn’t be surprised to hear that it was based on an actual cult. The reverend shivered my skin. I wish that Granny played a slightly bigger role because I loved her so much. However, all of the characters were individuals with their own special things to offer.

I loved that, while magic was most definitely a part of Wildwood Whispers, the “big bad” wasn’t some sort of magical entity. Instead, the villains were all too human, which made things more chilling. Author Willa Reece wrote a beautiful and dangerous book, a treasure in literary form. I felt an immense sense of satisfaction at the way the different pieces in the book fit together neatly, but with room left for wondering.

Wildwood Whispers felt a little like a mystery and a little like a calm daydream. The combination was charming and surprising in equal measure. This book was unique and special. I highly recommend it.

The D&D Connection: Authors and TTRPGs- Rob Edwards

I’m so excited to be able to talk about D&D with author Rob Edwards today! Thank you for taking the time to chat with me!

Will you tell me a little bit about your book, The Ascension Machine?

It’s a science fiction superhero novel, in which a young grifter impersonates a guy and in the process winds up enrolled at a college for alien superheroes. Grey, as he starts calling himself, stays for the novelty, but despite himself finds friends, and a place he belongs. It’s all based on his lie, so to stay at the Justice Academy Grey has to keep lying, even to his new friends. Things escalate, the team end up fighting gangsters and aliens, and investigate strange goings on. It’s an adventure romp with a large cast of characters all dealing with the difficult adjustment of starting college… with super powers.

How about your history with ttrpgs? When did you first start playing, and what drew you to it?

In 1983 I was about 12 or 13, and I came across an advert in some comic books which I became kind of obsessed with. A party of adventurers explore a dungeon, battle a monster then encounter some green slime. I cannot tell you for why, but when the elf rogue shouts “Look out, it’s dripping!” I knew I had to play this game.

I got the “Red Box” Basic set for my next birthday, and never looked back. I’ve played or run every edition of D&D since, as well as many many other systems. 

Here’s the list of some of the games I’ve played in the order of them occurring to me: GURPS, DC Heroes, TORG, Amber Diceless, Golden Heroes, Marvel, Mutants and Masterminds, Hero, Star Wars d6, Star Wars d20, Star Wars Edge of Empire, Ghostbusters, Pathfinder, Starfinder, Spycraft, Fantasycraft, Tunnels and Trolls, MERP, Doctor Who, Song of Ice and Fire, Babylon Project, Wheel of Time, Call of Cthulhu, Arcanis, Seventh Sea, Shadowrun, Twilight 2000, Top Secret SI, Judge Dredd, TMNT… plus a few more for one shots that I’m probably forgetting).

Oh, my greatest Geek pride (as it says in my bio): back when Wizards of the Coast had the Star Wars license and were running the Living Force campaign for convention play, I got to write seven modules for the campaign, meaning someone somewhere at Lucasfilm (probably an intern) read something I wrote in the Star Wars universe and said “OK”. Meaning that, until Disney bought Star Wars, I was briefly, obscurely, canon. 

Anyway, this answer is far too long. Suffice to say I’m almost always the DM these days, which I love, but my rare chances to play are solid gold for me.

That sounds like my husband. He always ends up being a DM. After a less-than -successful attempt on my part several years ago ( I failed to communicate to my players exactly what kind of campaign I was trying to run, which did not go well), I’m still working up my courage to try again. I might give it another go in a decade or so. 

As DM, do you feel like your writing affects how you tell the story? Did your experience with gaming play into your writing at all?

Interesting question. Firstly, I think over time I’ve come to realise that my writing and my DMing, at least for home brew things, come from a very similar place, creatively. I’ve found the more I’m writing, the less I have in the tank for coming up with my own worlds and plotlines for games. And vice versa. As a result, since taking my writing more seriously, I’ve tended to stick to prewritten adventures. Perhaps not as engaging as creating my own world, but still a lot of fun.

I’d say my experience gaming has absolutely everything to do with my writing. I’ve always been a writer, always been a storyteller, for as long as I can remember, but for the best part of four decades, I honed my skills as a storyteller on all my many players. Sometimes triumphantly, sometimes not. When I started writing professionally, I had all of that foundation to build on. A sense of how much foreshadowing is too much. A sense of when the story needs a kick from an action beat. Why world building is important and how too much can be a distraction and suck the pace out of a scene. All of my instinct for that comes from my gaming. (Also reading so very very much in my youth).

That said, I have a D&D campaign world that I’ve run different groups in for…. Wow, is it twenty years now? … There’s a story to be told there, there’s a novel, possibly a trilogy in it. But actually writing the book of the campaign(s)… I’ve tried starting a few times but so far it has totally stumped me.

Wow, twenty years is a huge accomplishment! I bet the world development for that campaign is incredible. Do the characters being played change as the players do, or does each player bring a new facet to the same characters?

Most of the active world building happened for the first campaign — that was a lot — and the original sequel campaign. Those campaigns had the same players, playing different characters two decades apart in the campaign timeline. Since then, I’ve run three variations on the original campaign, always with different characters, always bringing new wrinkles to the way the world works. New characters bring new focus, it’s interesting to see NPCs (non-player characters) who were hugely significant in the original run fading into the background or  taking very different actions and suffering very different fates in later playthroughs. By the same token, NPCs who barely got a name in the original version get the spotlight in later runs.

The most recent version of the campaign fell apart at about the time the pandemic hit. I’ve since decided it’s time to retire that campaign world and start something fresh. Though in this campaign, I’m trying to be a little more improvisational about it all, because I don’t want it to suck the energy out of my writing.

If anyone is super interested, you can get a hint of what some of the setting was like in my short story Virtue’s Blade in the Inklings Press anthology Tales of Magic and Destiny. It’s a new story not taken directly from any specific adventure in that world, but does give a flavour of some of the world building for that campaign. (Or listen to me read it on my podcast here: Episode 39: Virtue’s Pirate · StorycastRob (spotify.com))

You mentioned using your time as DM (Dungeon Master, for those who aren’t familiar with the lingo) to hone your storytelling skills, and how that helped with pacing and foreshadowing. One thing I really enjoyed about The Ascension Machine was that the pacing was never too rushed, nor was it too slow. Your practice definitely made perfect!

I hope this isn’t too much of a spoiler, but Grey was an interesting character in that, while he was conning everyone, at his heart he had a strong moral compass. Is that sort of “alignment” your go-to when gaming? And dovetailing off of that, do you have a favorite character class? Or do you prefer to shake things up when creating your own character (obviously, prewritten adventures are a little different)?

Oh yeah. I know people can get very excited by evil campaigns or characters, but they don’t really interest me. I’m always the good guy in games as a player, if I ever feel the urge to be evil, I have my DMing for that!

As for character classes, I like my characters to be skilled and versatile. They don’t need to be The Best, but I do prefer competence. In pursuit of it, I’ve dabbled in just about every class over the years, but my big go-tos are Sorcerer, Fighter, Bard. My least travelled are probably Druid and Cleric. My current obsession is Artificer, and I think I might actually get to play one soon.

Grey in The Ascension Machine could absolutely be one of my characters in a game. I’ve played plenty of rogues, swindlers and con artists in all sorts of settings, from Jack “Ace” King, a gambler in a Wild West game, to Agent Duchess, my Spycraft “Face” character. In The Ascension Machine, Grey’s plan on Bantus (no details, read the book!) was basically something I pulled in-character for a D&D game one time. 

 I am almost obsessively honest in the real world, so these characters are pure escapism!

Ah, you claim you’re obsessively honest. Perhaps that is what a dishonest person would say? 😉 I must say, I’ve never played an artificer. I bet it would be a blast, though. What would you say to someone who is curious about playing ttrpgs, but has never played before?

Give it a go! The hobby isn’t for everyone, but the only way to find out if it’s for you is to try it for yourself. Oh there are plenty of YouTube shows and let’s plays out there that you can watch to get a sense of how things work (Including our own DragonLance play, right Jodie?) but really you have to play it to be sure. Just, try and find a good DM, they really do make all the difference. If someone is asking me, I might well offer to run a session, if we can find some more players.

But if you’re asking how would I describe ttrpgs to somebody…? The grand description is that it’s cooperative improvised storytelling (with dice). It’s “Let’s Pretend” for grown-ups and kids  (with dice).

Any other description can be contradicted (and even the dice thing, one of my favourite games is Amber, a diceless system based on Roger Zelazny’s books). 

Because, yes, it can be an epic tale of heroes battling monsters, saving the world and getting loot (with dice), if that’s the story your group wants to tell. But it could equally be a disturbing tale of standing against unspeakable horrors where only madness and death awaits (with dice), or a political intrigue with backstabbing (and dice), or… whatever else you need it to be.

It is such a versatile hobby. As long as you can find a group of people who want to tell the same kind of story you do, it can be whatever you want it to be. Usually with dice.

About the author:

Rob Edwards is a British born writer and content creator, living in Finland. His podcast, StorycastRob, features readings from his short stories and extracts from longer work. He writes about coffee, despite not drinking it, spaceships, despite being down-to-earth, and superheroes, despite everything

His debut novel, The Ascension Machine was published in 2020. His short stories can be found in anthologies from Inklings Press and Rivenstone Press.

A life-long gamer and self-professed geek, he is proud of his entry on wookieepedia, the result of writing several Star Wars RPG scenarios in his youth.

Links

Follow him on Twitter: https://twitter.com/StorycastRob

Check out his Podcast: http://storycastrob.co.uk/

Or YouTube: Rob Edwards

The D&D Connection: Authors and TTRPGs- Ricardo Victoria

I’ve been talking about table-top roleplaying games with authors over the last few days. Today I’m joined by Ricardo Victoria, author of the Tempest Blades series.

Thank you for being willing to talk about D&D with me!

First, will you tell me a bit about The Tempest Blades series?

The Tempest Blades series is a story in progress (2 books published, 2-3 more to go, plus a few short stories) about this legendary hero Fionn, who after his final battle during the Great War found himself awakening 100 years later and  after a few years of adjustment is asked to return to the role of hero to stop an evil from his past. In the way, he is joined by a new band of heroes: Gaby, Alex, Sam (who is Fionn’s great granddaughter and adoptive daughter), Fionn’s best friend Harland and Sid the Samoharo (later joined by Kasumi the demonhunter, Joshua, a mysterious man and Yokoyawa, Sid’s cousin). And Fionn finds himself in the role of mentor to this new band, preparing them for the challenges that they will face from now on. Every action has a consequence both in the large scale of the world they live in, and in a personal level, which is reflected in the second book with the fallout of the first adventure and the toll in the mental health of Alex. All towards saving the world from looming menaces from beyond the physical realm.

Bottom line, Tempest Blades is a story about getting a second opportunity, finding redemption and your place in the world amidst action packed adventures that actually read like a ttrpg campaing! I have to note that I’m writing each book as self-contained, even if they are in the same continuity, so readers get a whole story in each book along a larger arc. Again, kinda like a ttrpg campaign, composed of smaller adventures all linked together.

Now that I think of… basically I’m writing my ideal ttrpg with me playing all the roles and the DM.

How about your history with ttrps? When did you first start playing and what drew you to it?

I always wanted to play since I saw the D&D cartoon as a kid, but never had the access to the books or with whom to play until I got to college. There I got my copies of the three core books of D&D 3e. and a few of a system called BESM (Big Eyes, Small Mouths, which is basically a system to play anime style adventures). Then my best friend, who already had his D&D group at the time, started to run a game at college with his classmates and I sorta, kinda ‘forced’ my way to join the group at their second adventure. And we kept playing for the next three years. Sometimes to give him a rest as DM I ran games in Stars Wars D20, or BESM, or another player ran his homebrew Saint Seiya game. We also played D20 modern, where our DM adapted the first Resident Evil game. It was awesome.

Then when I moved to UK for my Ph.D. I joined the Roleplay and Wargames Society, as a way to practice my English in an informal setting and to meet friends (and this incidentally got me to know the guys with whom we created Inklings Press, but that’s another story). There I played D&D, Exhalted and Bureau 13, and ran a few sessions of an improvised BESM game.

I haven’t played since I came back to Mexico since a) my best friend passed away, so his group simply disbanded and b) the downside of being an adult with responsibilities is that finding the time and someone play with. But I’m trying to create a new group with a  friend and his nephew and in the meantime I get my fix for ttrpg listening to a couple of live roleplay podcasts: The Dark Dice and Dumbgeons & Dragons, while I plan how to develop a ttrpg (or at least the setting for an established system) based on Tempest Blades.

Does your gaming experience have an effect on your writing?

I have come to realize that both follow the same kind of structured improvisation. I might have an overall plot I want to follow with a given story I’m working on, but how I go from the start to the end (and to the key scenes I have I mind) tends to be somewhat improvisational, just like in a game. The advantage of having a good grasp of who my characters are and how they tend to act allows me to improvise on the way to a key scene. Like the relationship between players and DM. Of course in this case my players are still me so there is nothing 100% unexpected about how things happen. Also I tend to world build my stories the same way I do for my games, creating the world as I’m needing it. And of course there is the fact that Fionn evolved from my first D&D character. On a more personal note, after my best friend suddenly passed away a few years ago, and with permission of the other players from the college group, I incorporated a few of his locations and characters into the world of Tempest Blades as a way to remember him and a homage. Fionn’s character arc was in part inspired by the plans we both had at the time of his passing to restart the campaign as I was ‘promoted’ to co-DM and was helping him with the world building and the plot of the campaign. Also Alex’s constant mentions in The Cursed Titans to a deceased friend are references to that personal event, because that’s the kind of things that remain with you, years after.

That absolutely stays with a person and I think it is a wonderful, very personal way to pay homage to your friend.

What would you say is your favorite thing about ttrpgs?

I love that for a couple of hours, you can be another person, with a different history and in a different world, able to have the adventures you won’t ever have in real life, just with the help of a set of dice, some pencils and paper and through the sheer power of imagination. For a moment you can be the hero (or the villain if you want), leave behind all the worries and weights on our shoulders and be as free as you imagined you would be when a kid. For me, that and the friendships you make through the game are what makes them truly special.

Yes, I agree that the camaraderie really is something special. And, as a reader, it’s already pretty obvious that I’m a big fan of escapism! 

What would you say to someone who has never played a ttrpg , but is curious about it?

The best way to learn about them is playing them. That said, nowadays ttrpg is not the niche hobby it was 20 years ago when I was in college, it has even been showcased in some tv shows like in Community (which I believe is the most “accurate” depiction so far). It has become more accessible and there are more resources to learn about them: facebook groups, your local hobby store, youtube videos, podcasts. Personally, if you are still curious about them but don’t want to commit to play just yet, you can listen to actual play podcasts of which I confess I’m a big fan and there are several good ones. My personal favorites by far are The Dark Dice (which is a D&D horror themed game that includes in its second season Jeff Goldblum. Yes, that Jeff), and Dumbgeons & Dragons, (a more traditional story of adventure but the chemistry between players is off the chart and their comments are hilarious. It’s my go to show to listen when I’m feeling down and it always manages me to cheer me up). Or if you are more visually inclined, check some of the gaming sessions by Critical Role or Acquisitions Incorporated (from the guys of Penny Arcade, which also from time to time featured Wil Wheaton) in YouTube. Many games as well offer free or really cheap starter kits on their website or Amazon, like the D&D starter set, so you can get a sense of how it works. 

Word of advice though: don’t believe that D&D is the beginning and the end of the hobby. There are tons of companies, games, settings to choose from: L5R for samurais/ninja, BESM/Anime 5e for anime inspired games, the White Wolf books for your supernatural or mythological inclined. Bureau 13 for those more into the X-Files/Supernatural kind of Stories. Basic Fantasy for a really simple game to play. Call of Cthulhu for classic cosmic horror or Cthulhutech for SF cosmic horror. There are as many settings as fiction subgenres there are, and within them, different settings to play with and within different price ranges for your needs.

But really, the only things you need to play are pencil, paper, a set of dice, friends and above all, a lot of imagination. No need for expensive hardware or software, just what your mind can create.

About the Author:

Ricardo Victoria is the author of The Tempest Blades fantasy series. You can find both The Withered King and The Cursed Titans (books one and two) now.

To purchase The Withered King:

Amazon

To purchase The Cursed Titans:

Amazon

The D&D Connection: Authors and TTRPGs- Jeffrey Speight

Continuing on with my series on great fantasy authors and table-top roleplaying games, I’m excited to be able to talk with Jeffrey Speight, author of the excellent Paladin Unbound. Thanks for taking the time to chat D&D!

Will you talk a little bit about your recently released fantasy book, Paladin Unbound?

I’d be happy to. Paladin Unbound is a fast-paced high fantasy adventure that follows a half-Orc mercenary, Umhra the Peacebreaker, as he uncovers an insidious plot to bring the natural order of Evelium to its knees. In the process, he suffers tremendous loss as a result of his own reluctance to show his true nature and risks his own life in coming forth about his secret to guarantee he never makes such a mistake again. It’s a tale of self-discovery, honor, and lots of action.   

How about your history with ttrpgs? Have you been playing for long?

I started playing D&D when I was in middle school in the late 80s. My first character was an elf ranger named Sage. I played rangers a lot growing up. Somewhere along the way, I shifted to preferring paladins. I’m a lawful good alignment, myself, so I think there’s a natural connection there. Several years ago, I started playing again to introduce my three sons to the game and get them off screens. Ugh. It got the creative bug going and led me to homebrewing Tyveriel (the planet where Evelium sits) and, eventually writing the book.

One of the things that I really loved about Paladin Unbound is that it has a bit of a classic D&D feel to it. Is any part of the book inspired by gaming at all?

Absolutely. As I said, the worldbuilding and some of the early character development came directly from a homebrewed D&D campaign for my kids. I way overbuilt for what they needed to learn the game and decided to keep going and really flesh it all out. I took a lot of what I had made for the campaign, elevated the worldbuilding and the characters and started writing Paladin Unbound. The book is very much a love letter to D&D. 

I’ve noticed that many great fantasy authors play D&D. Do you think there is a connection between gaming and writing?

Without a doubt. I think there is a natural connection between the world building, character creation, and fantasy backdrop of D&D and other TTRPGs and the writing process. For many, it’s a direct connection as was the case for Paladin Unbound. For others it’s looser. But let’s face it, if you are spending your time creating a conflicted Dwarvish Sorcerer with a rich backstory, you’re well on your way to writing a fantasy book.

What are some similarities and differences? 

I think the similarities are pretty straight forward. Creating a fantasy world with engaging characters and a storyline are critical to both. Where they diverge is in the craft of actually writing a book. It’s very different than designing, running, or playing a campaign. You can’t go off on silly side quests that don’t further the plot of the story (I totally endorse silly side quests that do further the plot of the story), you are seeing things from only one perspective per scene, you can provide the readers more context than the characters themselves are aware of, etc. 

Does gaming help with writing creativity or vice versa?

For me, it flows both ways. It’s like working out (I’m not an expert in the field) in that if you flex a muscle, it grows stronger over time. Creating a world and characters and stories, whether it is for D&D or writing, will make you better at doing those things in both venues. The more we create, the better we get at creating. A virtuous cycle.

What do you love about gaming?

Oh man, where do I start. I love sitting around the table with a group and experience a story built cooperatively. I love the unexpected twists and turns a game can take due to a single decision or roll of the dice. I love how real it can feel when you are in the middle of a great session. And dice…I love dice.

Yes, the surprise twists are the best! I always smile a little when I find out later that a campaign that someone was running went in a completely unexpected direction and the DM spent the last little bit pulling things out of thin air. With the best DMs, I can’t even tell. As for dice: a certain first-time paladin needed new dice. Absolutely needed them. Nowadays, do you DM more often, or are you a player?

I was so excited to hear you were going to play a paladin. You’ll be smiting evil in no time. As most of my D&D time is spent with my kids, I often find myself the DM. They will walk in the room and ask, Dad, can we play D&D? I’ll say sure. Then they’ll tell me about the new characters they built and that they want to have the campaign based in a flying city run by an evil wizard. They just expect me to have that ready to go. I’d definitely like to join up with a crew for some adult game time, though. Maybe as a player…

What first drew you to writing? 

The escape. I took up writing as a hobby and found that I really enjoyed and benefitted mentally from my time in Evelium. It’s relaxing to leave things behind for a moment and immerse yourself in another world. I had no intention of publishing a book. That came much later once the story was finished and a friend encouraged me to explore publication.

Is there a particular gaming memory that always makes you laugh or smile?

Every Halloween I do a one shot for my wife and kids. It’s usually a short, creepy storyline that involves us as the characters. We’ve built a lot of great memories around those sessions that I will always cherish. Then, there was the time my oldest son thought he could make friends with an orc guard. The party was hiding in the bushes and saw the orc guarding a keep we knew was hostile. He insisted on trying to persuade the orc to let us pass. I asked if he was sure and he said yes. He stood up and waved hello. He took a pretty bad hit from a javelin. We still laugh about that one.

That’s hilarious! Memories like that are the best. I remember the first time my husband and I gamed with my oldest. His wizard accidentally lit the tree my rogue was hiding in on fire. Surprisingly, that gets brought up a lot. Are the majority of your games homebrewed?

Yes. I’ve run a few modules for my kids. They are usually fun, but I actually prefer having more control over the world and the campaign plot. If I’m going to DM, I’d much rather build it all from the ground up.

What would you say to someone who hasn’t played before but is curious about it?

I think a lot of people don’t play TTRPGs because they seem so complicated. I’d say to go into it with an open mind, be willing to learn, and just have fun. A good DM and experienced players will help you out along the way. If you want to DM yourself, I wouldn’t get so wrapped up in all the rules. They are a guideline. Set the expectations accordingly for your table that you aren’t going strictly by the book and just go for it. You’ll have a blast and so will your friends/family. Oh. And be a Paladin…there aren’t enough of us.

About the Author:

Jeffrey Speight’s love of fantasy goes back to an early childhood viewing of the cartoon version of The Hobbit, when he first met an unsuspecting halfling that would change Middle Earth forever. Finding his own adventuring party in middle school, Jeff became an avid Dungeons & Dragons player and found a passion for worldbuilding and character creation. While he went on to a successful career as an investor, stories grew in his mind until he could no longer keep them inside. So began his passion for writing. Today, he lives in Connecticut with his wife, three boys (his current adventuring party), three dogs, and a bearded dragon. He has a firmly held belief that elves are cool, but half-orcs are cooler. While he once preferred rangers, he nearly always plays a paladin at the gaming table.

Website: https://www.jeffreyspeight.com/

Twitter: https://twitter.com/jeffspeight

Instagram: https://www.instagram.com/jeffsp8/

Facebook: https://www.facebook.com/jeffreyspeightauthor

Goodreads: https://www.goodreads.com/author/show/21486809.Jeffrey_Speight

Where to find Paladin Unbound:

Goodreads: https://www.goodreads.com/book/show/58022890-paladin-unbound

Literary Wanderlust: https://www.literarywanderlust.com/product-page/paladin-unbound

Amazon: https://www.amazon.com/gp/product/1942856768

Barnes & Noble: https://www.barnesandnoble.com/w/paladin-unbound-jeffrey-speight/1139410896