Fantasy
can be a genre in which it’s difficult to stand out. There’s a
lot out there, both good and bad, and a lot of it can be very
similar, following the same basic tropes and formulas. Indeed, it’s
often expected to follow
those tropes and formulas. Aching God
is a novel with many of the usual trappings of fantasy, particularly
those established in roleplaying games like Dungeons & Dragons
and Pathfinder. It involves a quest (perhaps the most iconic trope of
fantasy). There is lots of
magic, some of which is practised by sorcerers who have different
kinds of specialisations. Other magic is used by followers of the
various different gods, who grant their priests spells that can heal
or protect. While there are many gods, their worshippers tend to
follow one solely rather than worship them as a pantheon. The world
also has warriors and roguish types, and of course there are monsters
and other kinds of threats and challenges for the heroes to face.
I
will confess, it took me a little while to get
into the book because, at
first, there didn’t seem a lot to differentiate it from all the
other very similar fantasy out there. However, it wasn’t all that
long. After a couple of chapters, the book begins to establish its
own identity as we begin to
learn a bit more about the world. By around the fourth chapter or so,
I was hooked.
This
is author Mike Shel’s first novel, though he has previous writing
credits on several roleplaying game books, including the Pathfinder
adventures Curse of the Lady’s Light and Valley of the Brain Collectors,
amongst others.
Fantasy
novels tend to have one of two kinds of protagonists: the young adult
just learning of their abilities and coming of age, or the grizzled
veteran often called out of
retirement. Aching
God has the latter kind. It
centres around Auric Manteo, a former member of the Syraeic League,
an organisation dedicated to exploring ancient ruins and bringing
back relics from the past. When one of those relics causes a virulent
illness to spread amongst League members, including Auric’s
daughter, Auric comes out of
his retirement to perform the
unusual task (for the League) of returning the relic to its place of
origin.
Auric
left the League after traumatic experiences in the Barrowlands, a
region filled with the ruins of an ancient civilisation called the
Djao. The relic the Auric must now return came from the Barrowlands,
so Auric must also face his own personal demons in order to complete
the mission.
Auric
is joined on his journey by several companions. These include Belech,
an older warrior, assigned to
look over him by Auric’s former lover, the baroness of the region
Auric has lived in for the last few years.
Del, Lumari, and Gnaeus are all young members of the League assigned
to accompany Auric. Del is a sorcerer,
while Lumari is a promising alchemist, and Gnaeus is a flamboyant
swordsman. Finally, there is Sira, a young priestess of the goddess
Belu. Along the way, this group of six occasionally travel with
others.
All
the characters are distinct with well-drawn personalities and
motivations. This is true of
the main characters as well as supporting characters (Hraea, the
captain of a ship Auric and the others travel on, is a particularly
good example). I found I grew to really like all the main cast, and I
was definitely invested in seeing them succeed. That said, apart from
Auric, most of the main characters don’t really have a personal arc
and don’t go through much in the way of changes. By the end, they
are essentially the same people they are at the beginning. The one
notable exception to this is Del; however, her personal development
is there primarily to serve Auric’s development. Of course, there’s
not much opportunity in this
book to show how the events of the completion of their quest affect
them in the long term. I’ll be interested in seeing how any of
these characters who return in future books (Aching God
is the first in the Iconoclasts
series) have changed because of the traumatic events they experience
here.
The
majority of the book consists of the journey to the location where
they must return the relic and the obstacles they must face on the
way. I was pleased that the portion of the story that takes place in
the underground ruins is relatively short, even though the book’s
climax does take place there. Dungeon
crawls are my least favourite form of roleplaying adventure and I
find they translate to narrative even more poorly. That’s not to
say they can’t be done well in narrative form, but doing so
generally involves keeping them short, which is what happens here.
Also, in this case, keeping it short makes the arrival at the
“dungeon” a more momentous event, as it’s the culmination of
the quest as opposed to just the next step along the way.
The
novel is entirely from Auric’s point of view. However, there are
occasional segments which detail the history of the setting, and I
must admit, while reading, I was never quite sure whether these are
meant to be Auric thinking about the history, or if the narration has
simply switched to a third person omniscient perspective instead of
the third person limited used for remainder of the book. Either way,
this isn’t generally my favourite way of learning about setting. I
prefer to discover it rather than be told it. Nevertheless, Shel does
it really well and it works for this story. I found myself quite
engrossed by some of it, particularly the background about the rule
of Queen Geneviva, the unnaturally long-lived ruler of the country of
Hanifax. While a lot of this doesn’t
seem to have a lot of immediate relevance to this particular story,
it does seem to be setting things up for later novels in the series.
Indeed,
there are quite a few things in Aching God
that are clearly foreshadowing later books (such as Auric’s
acquisition of a mysterious magical sword), but nicely, they don’t
detract from this opening story. There is a clear beginning, middle,
and end to Aching God.
It provides just enough foreshadowing to interest readers in
continuing to the next book, but also provides a satisfying enough
conclusion that readers could stop here and still feel that they have
read a complete story.
Most
important, though, is that that complete story be an enjoyable one,
and this is certainly the
case with Aching God.
It’s an engaging and fun
book full of high adventure. There are moments of excitement and
tension, a few twists and turns, and some sad and tragic parts. I
enjoyed it a great deal and I look forward to the next instalment in
the series.
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