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I couldn’t sleep the other night, so I went back through my photos app and looked through my pictures from the last year. Overall, 2023 was pretty good.

I got to see a couple of my favorite bands in concert (Dethklok and Ghost) and got to add two new bands to my live experiences (Amon Amarth and BABYMETAL). I re-read the entirety of One Piece and fell in love with the manga all over again. I got to revisit Hyrule and the realms above and beneath it in Tears of the Kingdom, and as recently mentioned, found sheer joy in Faerûn via Baldur’s Gate 3. I got to take #MediumChild for a first movie theatre experience (Across the Spider-Verse was just spectacular). I got to catch back up with a dear friend after he came out of a coma, and take him to go see Patrick Stewart talk about his career. I had to say goodbye to a beloved summer job, but got to start in a brand new field that I’m staggeringly good at in its place. I got through over two hundred books, thanks largely to manga (looking at you again, One Piece) and audiobooks. I got to review some absolutely incredible new books. I took a trip back to my home town with my whole family for the first time, and got to celebrate my cousin’s wedding. We had the chance to spend Christmas with my dear spouse’s family, getting everyone together for the first time in five years.

I don’t know what 2024 will bring. V and I are coming up on our 7th anniversary. I’ve been at my current library for just over 7 years too. #LargeChild has been learning to play Magic: The Gathering, and so I’m brushing up on a game I briefly learned almost fifteen years ago. We’re playing the Commander format, and V and I were gifted Doctor Who-themed Commander decks at Christmas, so it’s a chance to turn it into a family activity. We’re playing D&D in-person again, and V is back with chaos gnomes. This time, though, instead of playing their equally creepy bard twin, I’m playing a tiefling fighter who serves as their bodyguard. He looks like Lemmy and sounds like Brock Samson, and I’m delighted every time I get to play him. I’ve got a stack of ARCs to read (okay, it’s not technically a stack, because they’re digital, but you get the idea) and then finish reviews for, and I’m optimistic that Alecto the Ninth will be added to that pile before year’s end.

Today is my WordPress anniversary. I’ve been here for thirteen years today, and I’m grateful to all of you who still stop by to read. Take care of yourselves. I’ll be back soon.

It’s January, and that means that it’s time for one of my favorite parts of the year. Yup! There’s a new Wayward Children novella out this week! I’ve been a fan of this series since Every Heart a Doorway came out in 2016, and the subsequent titles in the series have continued to break my heart and make me fall in love with Seanan McGuire’s writing over and over again. Mislaid in Parts Half-Known is the ninth full novella set in this collection of worlds (McGuire has written several short stories that flesh out some background details of characters as well).

It’s somehow been three years since the last time I reviewed one of these novellas for my blog, which I daresay is a disservice to my readers and friends (and those of you who overlap). I will include a caveat for this title for anyone who isn’t familiar with the series. This is book number 9. This is not a starting point. This book heavily references characters and events from the previous eight books.

Eleanor West’s Home For Wayward Children is a special kind of school, serving as a place for people who have found their ways into other worlds through magical Doors and then made their way back to Earth. The students are given three simple rules at the school, where they learn to adapt to a mundane life (and many wait for their Doors to appear again). “No solicitations. No visitors. No quests.” Rule number three gets broken a lot. In Mislaid, we again find Antoinette, or “Antsy,” our protagonist from book #8, Lost in the Moment and Found. Antsy has found her way to Eleanor’s school and is struggling to fit in (difficult to do when you’re 9 years old, but the magic of the Doors has aged your body to almost twice that) when several of her classmates discover her unique talent. After spending time in a shop of things that are lost from around hundreds of worlds, Antsy can find things again. Most notably for the students at the school, Antsy can find Doors. With sufficient concentration and certainty, she can locate a door to a world once inhabited by the other students. However, as she learned in Lost, the Doors take three days of your life for each one that you open (hence her appearance). She’s understandably hesitant to risk more time to open Doors for the other students.

Eventually, when one of her classmates threatens to force Antsy to find her Door for her, Antsy flees the school, in the company of some of the more adventurous (and friendly) students, Kade, Cora, Christopher, Sumi, and Emily. What follows is a whirlwind tour of worlds we’ve known existed but never visited (including Kade’s Door to Prism) and a lot of references to characters that we know from other earlier books in the series. These continuity nods are almost overwhelming, but serve to tightly pull many threads together in what may be one of the final novellas in the series, as Seanan has said that Kade’s book will likely be the end. While on the run, Antsy and her cohorts make their way back to the store where Antsy used to work, bringing her back into conflict with the shopkeeper who refused to tell her about the cost of opening the Doors.

Not everyone who comes to Eleanor West’s School for Wayward Children stays for long, and not everyone who leaves on a forbidden quest gets to come back again. Antsy leads her classmates through the Doors with the best of intentions, but some things (and some people) just have a way of getting lost.

Seanan McGuire remains one of my absolute favorite authors, and Mislaid in Parts Half-Known is a brilliant reminder of why that is. It’s out on store shelves today, so do yourself a favor and grab a copy. My utmost thanks to Tor Publishing Group and Netgalley for the eARC in exchange for a fair review.

I love Baldur’s Gate 3.

I’ve been playing it almost exclusively for the last two months, and have somehow lost over 150 hours (according to Steam, though the game itself says it’s more like 120).

I have never gotten this into an RPG before that wasn’t pencil and paper, and I can think of only a handful of games I’ve spent this much time and energy on, especially in such a short timeframe.

I first started playing tabletop D&D as a freshman in college. Some of my floormates were getting a 3.5 edition game going, and I was invited to join. There’d never been a big enough group of people in my hometown who knew how to play, so I never got to play before college. Needless to say, I leapt at the opportunity to play this fabled game, and I’ve been hooked ever since. We switched to 3.5/Pathfinder stuff when 4E came out, but since 2014, I’ve been playing 5th Edition almost exclusively. Despite this long relationship, I never got into any of the D&D video game properties like Neverwinter Nights or Baldur’s Gate. That all changed this year, when Larian Studios released Baldur’s Gate 3.

Based on the 5th Edition ruleset, BG3 is an incredibly immersive experience. In case you’ve somehow missed this cultural juggernaut thus far, the premise is this. One hundred years (roughly) after the events of the first two games in the franchise, a new threat has arisen in Faerûn. You play as one of a group of adventurers who have been captured by illithids, more commonly known as Mind Flayers. These creatures have infected you and your fellow prisoners with parasites that have taken up residence in your brain. The process that follows will inevitably (and painfully) transform you into a Mind Flayer as well. Before the horror can fully set in, the Mind Flayer ship you’re travelling on is attacked by a group of githyanki, a race of psionic warriors dedicated to combatting illithids anywhere they appear. When the ship crash lands along the Sword Coast, you’re lucky to survive. You’re quickly embroiled in local events as a battle looms between a druid grove sheltering tiefling refugees and a nearby camp of goblins. From here, you’re able to recruit your fellow infected in order to build your adventuring party, seeking a cure for the parasites in your heads as you make your way back to your home city, Baldur’s Gate.

The game boasts an immersive character builder, but also includes numerous pre-built characters that can be selected. Astarion, the elf rogue; Karlach, the tiefling barbarian; Lae’zel, the githyanki fighter; Shadowheart, the half-elf cleric; Gale, the human wizard; and Wyll, the human warlock are all available as Origins characters. If you choose to play as an original character, you can add all of the Origins characters to your adventuring party (though only up to three of them can accompany you at any given time). The final option for a player character is The Dark Urge, an evil-leaning character (that has a default race and class, but those can be changed in creation if you like) with ties to the previous games in the series. Whomever you choose to play as, you’re faced with an escalating series of challenges as you search for answers. The illithid tadpoles in your brain aren’t acting the way they normally would, and a conspiracy stretches all the way to the top of the Upper City of Baldur’s Gate, ensnaring you and your companions.

The gameplay, again, based on D&D’s 5th Edition ruleset is pretty straightforward, and Larian studios included three different difficulty settings so that players who are less familiar with D&D can still enjoy the depth of the story. As a veteran D&D player, but not used to the video game format, I opted for the middle road of Normal difficulty. I quickly acclimated to the controls (once I replaced my dying mouse, which had a tendency to double-click on its own, much to poor Astarion’s frustration). Now my first party, based around a gnome bard, is approaching the end of their journey, and my second playthrough with a half-orc monk is making solid progress in the first act of the game. Because there are so many possibilities for your journey to take, it’s absolutely worth the time to play at least twice. You’ll see that different character types will be offered different approaches to situations, and start to see things that you might have missed the first time around. Regardless, it’s going to be a good time.

I’m not in the business of doing video game reviews, but every once in a while, I just have to let y’all know that I’m enjoying something new. I hope you are too.

Murderbot is back! Again!

Last time we saw it, publishing-order-wise, was actually a larger step back in time. Fugitive Telemetry took place in between Exit Strategy (book 4) and Network Effect (book 5). Now Martha Wells is following up the plot events from Network Effect with System Collapse, with Murderbot still dealing with the alien contamination that nearly wiped out a corporate colony.

At the outset of System Collapse, Murderbot is definitively not having a good time. Something redacted happened to it, and it is not about to talk to anyone about it. Not its humans, not ART (Asshole Research Transport) or ART’s humans, and not Three, the new rogue SecUnit that’s following in its footsteps toward independence. The struggle against the contaminated humans and the malicious code that infected them has left a mark on Murderbot. To make things worse, that fight may not yet be over. A hidden colony on the same planet has been located, and there’s a possibility that the same alien contamination might have infected it. Murderbot’s humans have decided that they need to investigate, since attempts to contact the colony have gone unanswered.

A rival corporation, Barish-Estranza, already has designs on the planet, regardless of any contamination that may be in place, and finding a group of colonists that they could force into indentured servitude would be icing on the cake. It’s up to Murderbot to find the colonists (if they’re alive) and get them off-world before that can happen. Its performance levels are not anywhere near its standards, and it knows it, but redacted continues to get in the way of it doings its job properly, to the potential risk of its humans. Resources are limited (no armor, less than half of its usual complement of support drones, and no direct communication with ART’s full set of sensors) and its own growing paranoia may just get the better of our favorite rogue SecUnit.

Martha Wells is one of my all-time favorite science fiction writers, and the Murderbot Diaries remain one of the best modern series in the genre. System Collapse is a tight, intense narrative that reminds us just why we love to follow Murderbot’s internal monologue, and why we’ve done so for seven books now. It’s full of corporate criticism and mental health crises, and I absolutely loved it. It’s out in the world today, and I’m incredibly grateful to Tor.com and NetGalley for the eARC in exchange for a fair review.

Travis Baldree is a master of cozy fantasy novels. Prior to reading Legends & Lattes last year, I never would’ve guessed that was a genre of fiction I needed. Now, though, I don’t know how I can carry on without more. Thankfully, Bookshops & Bonedust, a brilliantly crafted prequel, is out today.

Viv the orc is back, and this time around we get to see her in her more wild, young adventurer years. She’s in the employ of a mercenary band called Rackham’s Ravens, hunting down the dreaded necromancer, Varine. When her recklessness gets her injured during a battle, she wakes up in the town of Murk. As its name might suggest, there’s not a lot to see about town, and her room at the local inn is claustrophobic at best. Her arrival quickly puts her at odds with the local surgeon and the head of the gate wardens, and all early encounters promise a less than engaging stay. With at least a few weeks of recovery time ahead of her, Viv reluctantly sets out to occupy her time until her fellow mercenaries come back through.

Viv quickly finds a local bookstore and makes the acquaintance of Fern, a foulmouthed ratkin who runs the shop. Not normally the reading type, Viv is hesitant to take up the recommended titles that Fern offers. After a few chapters, she’s hooked. Soon, she’s devouring the books that Fern provides just as quickly as she’s going through the local baker, Maylee’s, wares. Despite a rough start in town, Viv starts to build friendships (and maybe something more, as far as Maylee is concerned). Fern’s struggling business benefits from Viv’s new perspectives, and Viv gets the opportunity to learn more about herself than she’d previously thought possible.

Small-town living isn’t necessarily all that it’s cracked up to be, though. Viv isn’t ready to settle down from her mercenary life just yet, and the threat of Varine and her necromancy is closer than anyone is expecting. We know, since this is a prequel, that Viv will survive the experiences ahead of her. What we don’t know is just how much she’s going to change over the course of her time in Murk. The fates of her new companions are on the line, as is the success or failure of Fern’s beloved indie bookstore. Viv is going to have to learn quickly that not all of her problems can be solved with a swing of a sword.

Baldree has landed another instant winner with his sophomore effort, with no sign of the dreaded slump. I’m happy to report that he’s managed to put the romance in necromancer, and I eagerly await Viv’s next adventure, whenever it may arrive. Bookshops & Bonedust is out today. Get to it.

My utmost thanks to Netgalley and Tor Publishing Group for providing an eARC in exchange for a fair review.

I love The Cardboard Kingdom, folks. What’s not to love about a collaborative graphic novel that showcases kids learning cooperation and creativity? It’s a perfect match, really. Well, this year is going to see the release of Snow and Sorcery, the third book in Chad Sell’s brilliantly illustrated series. This book, like the others, is a collaboration between Sell and other writers, including Katie Schenkel, Jasmine Walls, and Manuel Betancourt.

It’s winter, and changes are coming to the Cardboard Kingdom. The neighborhood kids face an unexpected interruption of their community-wide imaginary world when three new kids from the other side of the park show up, and one of their own long-time friends finds himself now living behind enemy lines. With intentions and loyalties being called into question, the Kingdom is at risk of complete collapse. Tempers are running hot and the snowballs are flying fast, and the reality of change may be the greatest threat the kids have ever faced. Imagination and friendship hold the Cardboard Kingdom together, but those bonds are being strained.

Like its predecessors, Snow and Sorcery is fully illustrated by Chad Sell, who manages to capture the beautiful shift between the actual cardboard costumes the kids assemble and their imagined selves. It explores the relationships between a remarkably (and realistically) diverse group of children from different backgrounds, different family structures, and more. It’s a beautiful blend of humor, drama, and heart that, despite my best preparations, still managed to get me to cry at several points. In the Cardboard Kingdom, after all, everyone can be who they want to be.

The Cardboard Kingdom: Snow and Sorcery comes out on Tuesday, November 7th. I cannot recommend it highly enough.

My utmost thanks to NetGalley and Random House Children’s for providing an eARC in exchange for a fair review.

My first encounter with Ed McDonald’s Redwinter books came from seeing Traitor of Redwinter pop up on my NetGalley list. I quickly tracked down the audio version of the first book in the series, Daughter of Redwinter, and I absolutely loved getting to know Raine and the world that fears her so.

Traitor of Redwinter opens with a nice summary of the events of book one. Raine has a talent that know one else can ever know. Because of her near-death experiences (suffocating with her umbilical cord wrapped around her neck at birth, and a drowning as a young girl), she can see the spirits of the dead. This proximity to death is greatly feared, and those who are known to have the grave-sight are quickly stoned to death. Still, she was taken in by Draoihn, magic-wielding warriors who fight against evil after she helped two of them to defeat a demonic creature named Ciuthach that was resurrected beneath the monastery where she had been living. After several months as a servant among the Draoihn, she ended up defeating a dread enemy, a powerful Draoihn possessing the grave-sight who had been believed executed years before.

Now, almost a year after coming to stay with Ulovar LacNaithe, the Draoihn who saved her life, Raine has finally been permitted to train with the other apprentices. She’s being pushed through a crash course in armed combat and meditation techniques to control the Gates, limiters that determine which magical powers a Draoihn can wield. While most Draoihn only open the First Gate, entering an active trance that enhances their senses, others can gain further abilities with additional Gates. Only Grandmaster Robilar holds the Fifth Gate while the Sixth Gate, the Gate of Death, is forbidden due to its connections with the grave-sight.

A diplomatic mission to deal with a rebellious Draoihn leader quickly goes awry, with one of Raine’s fellow apprentices being killed, and only his ghost’s appearance serving her as warning to get the rest of the team out of an ambush. With Ulovar still recovering from his battle with Ciuthach, much work is left to his apprentices in the fortress of Redwinter. The Draoihn’s enemies, those who would depose the king and throw the magic of the world into chaos, will not rest. Raine may prove once again the only one who can stop them. The cost of that, however, may be Raine’s secret, and the promise of a safe and secure life in Redwinter. Will she risk losing her relationships with her new friends and family in order to save their lives?

Ed McDonald has, once again, presented an excellent fantasy adventure in a world that parallels our own. With a Scotland-inspired protagonist who rivals Brave‘s princess Merida, Traitor of Redwinter is an incredibly solid second entry for this series. Greater depth is given to all of our returning characters, and the world is fleshed out considerably more. Political intrigue, romance, violence, and magic blend brilliantly. I love the time I’ve spent in this world, and I look forward to hearing the audio version of this one as well.

Traitor of Redwinter is out in stores today. Happy reading!

My thanks to NetGalley and Tor Books for providing an eARC in exchange for a fair review.

“Who you are isn’t in your blood. What’s in your blood is an idea, like something whispered to you from the past. You have to decide what to do with that.”

Elpidia is tired of her cousins beating her up for something she didn’t do. School is miserable when the three of them decide to come pick on her, and no one at the school cares enough to do anything about it. When her abuela decides that it’s time for a change, Elpidia finds herself being delivered to Charlie, who lives out in a compound that he built in the middle of the desert. Charlie, Elpidia is told, is going to teach her to fight.

Stan is tired of being unable to protect his mother from her abusive husband, and the violence that he drunkenly explodes with. He’s the one white kid at school, and that plus his size makes him a prime target for bullies at school. When his mom says that she has a surprise for him, he’s truly shocked to be driven out to Charlie’s, where he finds a girl that he knows from school.

Together, Elpidia and Stan begin to find a new strength, both in their Escrima training and in their friendship. She’s trying to move beyond the disaster that destroyed her home and resulted in her mom and dad no longer being in the picture (it’s not stated outright, but it looks like an attempt to cook meth in their house went awry), and the ripples that have impacted both sides of her family in the aftermath. Stan is trying to find where he belongs, and right now it looks like that might be serving as a nice, white face on behalf of the local gang, Los Cocos (the gang leader would love to have a friendly looking gringo to interact with law enforcement for him). Together, they might be able to make a better future for themselves and their families.

Matt Wallace is a phenomenal writer, and he’s put together another brilliant middle grade fiction title. Nowhere Special is a great depiction of life in a small town, where no one wants to actually talk about the issues that the people face. It’s a quick read, and a necessary story to tell, tackling issues of bullying, drug use, domestic violence, and more in a format that makes the story accessible for younger readers who are dealing with these issues in real life.

Nowhere Special is out tomorrow, 10/24. Do yourself a favor and give it a read. My utmost thanks to HarperCollins Children’s Books and NetGalley for an eARC in exchange for a fair review.

Dan Paxson’s apples are like nothing else the folks of his home town have ever seen.

His daughter Calla dubs them “Ruby Slipper” apples, because they make you feel like there’s no place like home. Or so most of the other folks around Bucks County, Pennsylvania say. Calla wouldn’t know. She hasn’t tried one, but damn near everyone else has. Free samples at the farmer’s market will get folks’ attention, after all. Dan says that he developed them himself, grown from scionwood grafted onto existing trees.

Maybe they’re a miracle. Maybe they’re something else. You see, no one in town really knows why the judge decided to change an old ruling and cede the land the orchard occupies back to Dan. No one alive, anyway. Still, the orchard that had been his father’s dream is now his reality. Calla isn’t a fan of apples, preferring to focus on her boyfriend Marco, his track career, their upcoming application to Princeton, and life anywhere outside of Bucks County. Still, if her dad’s weird hobby turns out to drive her social media follower numbers up, so be it. She’s a born influencer, after all.

The discovery of a corpse downstream from the Paxson’s orchard stirs things up, though. There’s a mystery lurking in Bucks County, and Calla is starting to get nervous. Could her dad be responsible for the man’s death? Who would kill someone over an apple tree? Why is her dad not sleeping? Why is everyone in town suddenly so addicted to the Ruby Slipper? Calla is having a difficult time knowing who to trust anymore.

There’s an evil lurking in Bucks County, and it may have just found a new outlet.

Chuck Wendig has knocked it out of the park with Black River Orchard. He’s had a knack for horror writing for years, as evidenced by the runaway success of Wanderers back in 2019. His latest book showcases his own love of heirloom apples and a frightening amount of research into the process of cultivating new varieties, as well as a deep understanding of the sheer horror potential of a rural area. I absolutely loved this book, and I hope you do too.

I don’t know that I can eat another apple any time soon, though.

Black River Orchard is available to purchase as of today, 9/26/23. My utmost thanks to Random House/Ballantine and NetGalley for providing an eARC in exchange for a fair review.

V.E. Schwab is back, and ready to take you on another rollicking ride.

It’s been seven years since the events of A Conjuring of Light. Seven years since King Maxim died, and Arnes’s capital of Red London was plunged into darkness. Seven years since Black London’s monstrous ruler, Osaron, tried to destroy everything that Kell, Lila, and Rhy held dear. In the wake of the battle to save the worlds, many things have changed. Rhy Maresh is now the king of Arnes, with Alucard Emery ever by his side as his lover and bodyguard. However, Rhy is seen as a target of ire for the people of Arnes as magic seems to be fading from their world. A group known as The Hand plots to kill him, hoping that removing the magicless king from the throne will restore their own dwindling power.

Meanwhile, Lila and Kell have begun a journey on board Lila’s ship. Sailing under no flag, they secretly aid King Rhy by observing and investigating things that might be of interest to him. Kell’s own access to magic is hampered by the lingering effects of the battle with Osaron years before. As such, he’s been forced to train his martial skills under Lila Bard’s watchful eye and serving as her lieutenant aboard the ship. Lila’s magic does not seem diminished, but with the shifts the world is undergoing, it may only be a matter of time. She’s had seven years to boost her own skills since then, and she’s only grown more comfortable with her Antari nature.

And then, in Red London, there is a young girl running a repair shop. She, like Alucard Emery, has the rare gift of seeing the lines of magic that swirl around and between things and people. She’s taken to using that skill to repair magic items, and she may be the unwitting key to The Hand’s plans for King Rhy.

V.E. Schwab promised us an eventual return to the world from the Shades of Magic trilogy, and that wait has paid off many times over. The Fragile Threads of Power skillfully introduces new players and reminds of why we loved the returning characters. The new threat to the Arnesian throne feels almost too believable in a kingdom already torn between people who can access magic and those who can’t. Prepare yourself for a journey as we launch into the first book of a sequel series that promises to be just as addictive of a read as its predecessor.

My utmost thanks to Tor Publishing Group and NetGalley for providing me with an eARC in exchange for a fair review. The Fragile Threads of Power is available for purchase as of today, 9/26/23. As Travars.