The Read Report — February 2024

March has begun with an unseasonably warm weekend. Here in Minnesota, where we’re used to rough winters, it barely feels like we had any winter at all. Let’s jump back to February for my monthly report on what I’ve been reading.

To stay on theme, I’m trying to read more short stories this year. I end up reading quite a few while researching markets, but I’ve also got a stack of anthologies on my bookshelf that I’ll be reading as the year goes on.

I’m getting close to wrapping up the read-through of Harry Potter with my kids, and I finally returned to The Witcher series after an unplanned hiatus.

Where possible, I’ve included Bookshop.org affiliate links instead of Amazon. If any of these book pique your interest, please use those links. I’ll get a small commission, and you’ll support real book stores instead of gig economy worker abuse.

Time Shift: Tales of Time

Edited by Eric Fomley

(Unfortunately, may only be available on Kindle Unlimited now)

For my February short stories, I picked Time Shift, an anthology of time travel flash fiction I picked up as a backer reward from The Martian Magazine.

Anthologies like this are awesome when you only have five or ten minutes to read. This one is even nicely pocket-sized. However, I’m reminded why I don’t like narrow themes like this. While any of these stories, individually, is good, thirty-eight stories about time travel, all in a row, started to feel repetitive.

If you like time travel and flash fiction, this is certainly the anthology for you. But if you’re like me, you might want to only consume them a few at a time.

The Witcher: The Time of Contempt

By Andrzej Sapkowski

I never intended to take a break from The Witcher series, but I got distracted by this and that, and suddenly a few months had gone by. The Witcher books consist of a five-book series, along with three anthologies of short stories that interconnect with the larger story. Time of Contempt is the fourth Witcher book, and the second book in the main series.

The setting for the story is the Northern Kingdoms, about a dozen countries of various sizes in a vaguely Nordic, medieval, semi-feudal fantasy world. A few years have passed since the attempted invasion of the huge southern Nilfgaardian Empire was barely stopped by an alliance of kingdoms and sorcerers in a decisive battle.

The Witcher, Geralt, had had his run-ins with royals in the past, but he’s made a point of staying out of politics. Now, however, he finds himself entangled by his ties to his adopted daughter, Cintran princess Ciri, and his sorceress partner Yennifer. War is brewing again between the Northern Kingdoms and Nilfgaard, but back-stabbing politics between kingdoms and factions of sorcerers make it look increasingly unlikely that the North will be able to unify again against their stronger adversary.

Ciri, despite her kingdom lying in ruins, is sought by royals and spies on both sides for her ability to legitimize claims over disputed lands near the center of the conflict. Some would kill her, while others would use her as a figurehead for political marriage. Even worse, she is believed by sorcerers and others to be the prophesied Child of Elder Blood, who may be destined to set off and/or finish a conflict of apocalyptic proportions.

Sapkowski does a great job combining the often humble difficulties of these powerful—but ultimately fallible and mortal—main characters, with the politics and machinations of classic high fantasy. All of the big movements of the world are revealed through small interactions. The widespread preparations for war are shown by following a royal messenger as he delivers secret messages, or the changes in market prices noted by a banker who sees the rich hedging their bets and fleeing in droves.

Geralt is the reluctant hero who could theoretically just walk away from all of this, but the people he loves cannot, so he gets drawn in through his efforts to protect them. He’s a likable character because he’s smart and moral, but he’s perpetually fighting a defensive fight to shield his family from forces he doesn’t entirely understand. The surface-level causes and effects of the war make sense, but it’s clear that there are deeper drivers of world events that haven’t yet been revealed: the Emperor of Nilfgaard and the Sorcerer Vigelfortz are both after Ciri because of something to do with the prophecy, but we don’t know why.

The languages and cultures of the world are, for my money, on par with the greats of the fantasy genre. The world is more gritty and grounded than the squeaky-clean high fantasy of Lord of the Rings, and the Polish influences make it feel distinct from the glut of generic Western European D&D knock-offs. The Elder Speech used by non-humans and sorcerers feels like a real language, and though few words are directly translated, it is consistent enough that phrases and patterns become familiar and recognizable.

Having recently read Palaniuk’s book on writing, I noticed some similarities in Sapkowski’s style. Palaniuk advocates writing each chapter of a book as a short story that can effectively stand alone. The early Witcher books are short stories that contribute to a larger narrative. The series books are more focused, but most sections are still nicely self-contained, and there are many smaller pieces within the narrative that could stand alone, without the context of the series.

The Time of Contempt ends with the three main characters separated, each of them in a bad place. However, they are survivors, and the question is how they will be able to get back together and solve the problems that plague them.

If it isn’t obvious, I’m delighted to be back in this series. It’s a joy to read, and I plan to plow through the rest of the books in the near future.

Harry Potter and the Half-Blood Prince

By J. K. Rowling

Half-Blood Prince might be the most interesting Harry Potter book. In a series that relies on patterns that repeat in each book, this is the book where most of the patterns get broken.

The Harry Potter books usually slavishly follow Harry’s perspective. Half-Blood Prince, however, opens with two chapters where the namesake character is conspicuously absent. The first is a meeting between the newly elected wizard Minister of Magic and the “muggle” Prime Minister, showing just how much the war between wizards is bleeding out from their usually secret world. The second is a meeting between the bad guys where a promise is made that will be fulfilled at the end of the book.

This collapse of familiar structures mirrors the plot: the order of the wizard world, and the world as Harry Potter understands it, is falling apart. Despite this, it might be the most well-plotted book in the series.

The language in this book is also different. This is partly a continuation of the trend away from the childishness of the first few books, as the language grew alongside the audience. It’s also clear that some of this came with Rowling gaining experience. I’m sure she had a stellar editing team at this point as well. However, I suspect that the language is more cinematic, more vividly descriptive, partly because Rowling had the opportunity to see the first couple books adapted as movies by the time the series was wrapping up.

The ending of this book is, of course, the big twist that has become something of a meme by now. But that’s because it’s a pretty good twist. It’s hard to imagine a bigger, more unexpected plot point for the series, short of one of the three main characters dying. This ending really is the ultimate way to signal that the story is now off the map. The final book will do without the patterns and conventions of the previous six, and will tread into the darkest territory of the series.

Die

By Kieron Gillen, Illustrated by Stephanie Hans

I fell backward into this series, reading the TTRPG rulebook based on the comic before I got the book itself. My understanding is that they were created in tandem though, so it seems appropriate.

The book itself is a beautiful, monstrously thick hardback with an understated black cover. The slightly oversized comics form factor feels oddly tall and skinny for a book with this much heft. The art is full color, and the style is dreamlike. Almost every panel is either crowded with shadows or blown-out with background light.

The first two chapters describe the backstory: a group of misfit teens play a magical RPG that sucks them into the fantasy world of the game. They don’t return until two years later, missing one person and one arm, and considerably worse for wear. They never tell anyone what happened to them.

Twenty years pass, and they meet up again, brought together by the mysterious return of the magical dice that transported them, and memories of the player they left behind. Most of their lives aren’t going well. They still carry the traumas of their past. Once again, they’re sucked into the fantasy world of Die.

Like so many of the stories I’m drawn to, Die is a metafiction, obsessed with the structures and dynamics of stories. Where Sandman is a contemplation of dreams and myths, and The Unwritten is a study in fantasy tropes, Die is an analysis of story and conflict in tabletop RPGs, and the interplay between players, player-characters, and the game. In fact, the back of the book is taken up with a number of essays on TTRPGs written concurrently with the story itself.

Unfortunately, I feel like Die is a little too eager to define itself in shorthand references to greater works. It bludgeons the reader with big nods to Tolkein, Wells and Lovecraft, but they are shallow references, and not enough new and interesting is built on top of them. Die is constantly saying things like

The Fair are…”What if William Gibson designed elves.”

…or…

Glass Town is Rivendell meets Casablanca, Oz in No Man’s Land.

Eventually, I found myself desperate for something in the world that wasn’t described in terms of something else. Unfortunately, the gods of Die and the Fallen half-zombies are the most unique aspects of the setting, but they’re only rarely touched upon. I couldn’t help feeling that Die is a little too clever, and a little too eager to show you how clever it is. There is a certain cynicism to a story that hides behind its influences. By not exposing its heart, the story and the author don’t leave themselves open to praise or criticism in their own right.

Die is driven by a simple idea: the characters are trapped in this fictional world, and the only way they can go home is if they all agree to it. The challenge is that they do not get along, so getting everyone to agree is no simple task. It can’t be done through force, only through negotiation.

While that’s a fun concept, I felt like the motivations of the characters were too mercurial. Their disagreements and fights felt too arbitrary, too inorganic. It’s the soap opera problem, where the characters whims shift in service to every twist and turn in the plot.

In retrospect, I see that a lot of my review here is negative, and that is probably unfair. Die ultimately didn’t quite land for me, but it does do a lot of things well. The art is beautiful, and it presents a huge number of interesting ideas. And while many of them work on a granular level, they don’t quite mesh into a satisfying whole.

I’m not the most die-hard fan of TTRPGs, but I’ve played a decent amount. Over the years, I’ve come to realize and accept that the story in a TTRPG campaign will never conform to the shape of a well-crafted novel or movie. As a GM, trying to make that kind of story is a mistake. It can’t work when there are four or more people all driving it together. There will be tangents. It will meander. And that’s okay. It’s a different sort of experience than a novel or movie. Despite the incredible popularity of TTRPG “actual play” podcasts and videos in recent years, I firmly believe these stories are more enjoyable as a contributor than they are as an external viewer.

Strangely, I feel the same way about Die. I can feel a great story in there for someone, I just wasn’t able to experience it myself.

The League of Extraordinary Gentlemen, Vol. 1

By Alan Moore, Illustrated by Kevin O’Neill

The League of Extraordinary Gentlemen was originally published in 1999. Ironically perhaps, for a series that cribs from the earliest science fiction, it feels older than that. I suspect that feeling is due to the outsized influence that League has had on indie comics. We see echoes of it in many things that came after, so when we return to the original, it seems a little less unique and strange than it did at first. But it still holds up pretty well.

If Die is a story that rubs me the wrong way with its blatant references to other stories, League is the polar opposite. Practically every single page is jammed to the gills with references to turn of the 20th century proto-science-fiction. However, there are no winks and no nods. The story doesn’t feel the need to draw attention to the references.

In the first few pages, our scarf-clad main character, Mina Harker (né Murray) meets with her employer, Campion Bond, who works for a mysterious M. Then she’s off to retrieve a second main character, the opium-addled Alan Quatermain, taking the taciturn Mr. Nemo’s submersible. The League is rounded out with the help of Mssr. Dupin in acquiring the two-faced Dr. Jekyl, and they locate a certain invisible man at the estate of Rosa Cootes.

The story is so stuffed with familiar names that it’s easy to latch on to Jekyl or Nemo or the invisible man and not worry about the rest. But an avid reader can search out every name and turn up another interesting lost corner of old pulp literature. League draws upon an absurd number of stories and mashes them together with reckless abandon. The result is something pulpy and silly and occasionally self-serious in much the same ways as the stories that it cribs from.

The story fully embraces the casual racism, sexism, self-righteous colonialism, and all the other -isms endemic to the British Empire as it approached the 20th century. This could easily come across as crass, but it manages to feel accurate to that world and time period. And as the main characters tend to be on the receiving end more often than not, it doesn’t feel as though these ideas or behaviors are condoned.

That’s not to say that the protagonists are good people all of the time. Or even most of the time. They don’t get along with each other, let alone the rest of the world around them.

The art is a style that I’m not sure I’ve seen elsewhere. It’s detailed and scribbly in equal measure, with impossible, caricature proportions that combine realistic and cartoon aesthetics.

At the end of the six issue series is a lightly-illustrated bonus story called “Allan and the Sundered Devil.” This adds a little more color to Quatermain’s character and acts as a mini-prequel to the main story. It leans into the pulp fiction premise of League even more than the comic, and the prose is so purple that I found it a little much to read.

This is the only volume that I’ve read previously, but the pile of comics I received at Christmas included three more volumes of League. I’ll be reading those in the coming months and seeing how they hold up compared to the first. This one, at least, I would consider a must-read for any fan of non-superhero comics.

What I’m Reading In March

The final book of Harry Potter, the continuation of The Witcher and The League of Extraordinary Gentlemen. For short stories, I’ve got some light reading lined up in The Complete Works of Ernest Hemingway.

The Read Report — June 2023

This is the monthly post where I talk about what I’ve been reading. This month, I continued my reread of the Sandman series, and delved into the Witcher books. I also took a look at a new TTRPG.

As usual, if you’re interested in any of these books, please use the included Bookshop.org links instead of Amazon. It helps independent bookstores, and I get a small affiliate commission.

The Sandman, Vol. 2: The Doll’s House

Written by Neil Gaiman, Illustrated by Mike Dringenberg

The first Sandman trade paperback followed Morpheus (a.k.a. Dream) through his embarrassing imprisonment by a petty modern sorcerer, his escape, and the subsequent retrieval of his magical tools. It also introduced some of his siblings, the immortal personifications known as the Endless.

However, things aren’t yet back to normal. In this second trade paperback, Dream must clean up his kingdom, which fell into disarray in his absence. Several of his minions are missing, including The Corinthian, a murderous nightmare with mouths for eyes. To make matters worse, a Vortex has appeared: a mortal with the ability to tear down the walls between dreams (which turns out to cause a lot of problems). Mixed up in all of it are Dream’s siblings, Desire and Despair, who plan a potentially deadly trap for their older brother.

Through flashbacks, we see stories from Dream’s past, interspersed with his present-day hunt for the escaped dreams and the Vortex. While he is obsessed with his responsibilities, there are some indications that his imprisonment has taught him to have more compassion in his dealings with mortals.

This volume confirms that the series is not afraid to wade into dark topics, with storylines involving an abused child and a convention of serial killers doing the sorts of things you’d expect them to do.

The Sandman, Vol. 3: Dream Country

Written by Neil Gaiman, Illustrated by Kelley Jones

This volume contains four stand-alone stories set in the Sandman universe. Some involve Dream heavily, some barely, or not at all. They’re all enjoyable in their own way, but not strictly necessary to read if you’re only interested in the “main” storyline.

They include a story about a feline prophet from the perspective of cats, a captive muse used (and abused) by artists for fame and fortune, Shakespeare’s theatre company putting on a play for faeries, and the second story to feature Death, about an un-killable super-hero who wants to die after her powers alienate her from society.

The book ends with some notes, revealing the origins of these stories (namely that Gaiman was itching to do different things after struggling to complete the Doll’s House arc). It includes the original script for Episode 17: Calliope. If you’re interested in writing for comics, it’s a nice side-by-side comparison of script and finished product, from a widely acknowledged master of the craft.

Die: The RPG

By Kieron Gillen and Stephanie Hans

This was a Kickstarter that I backed somewhat on a whim.

It starts with a group of people attending a school reunion. They played table-top RPGs together when they were younger. Now they’re all grown up, and they’re getting together to do one final adventure. Only this game is different. It’s magical, and it transports them, literally, to another world.

It’s basically TTRPG Jumanji.

Die began its life as a comic series. You can read the first issue for free. Now, it’s also a real TTRPG by the same authors. It’s a nice, 400-page hard-bound all-in-one rulebook.

The main innovation the system offers is a doubly-layered story. Players first create a cast of “real life” characters, a group with history and emotional baggage. Then those characters become the paragons (the classes) in the fantasy world of Die.

Die eschews the usual fantasy archetypes. The default rules require each player to play a different class, and each is associated with one of the classic TTRPG dice. Characters can play as…

  • The Dictator (D4), with the power to alter others’ emotional states
  • The Fool (D6), who gains incredible luck so long as they’re being dangerously daring or cavalier
  • The Emotion Knight (D8), who harnesses a specific emotion for martial power and wields a sentient weapon
  • The Neo (D10), a cyberpunk thief whose powers are fueled by money
  • The Godbinder (D12), a spiritual mercenary who gains magical powers by going into debt with the divine
  • The Master (D20), is played by the GM, and can break the rules and cheat at the risk of destroying themselves.

The game is relatively rules-light. It’s a D6 dice-pool game, with the class dice adding a little variety for special skills. The book includes a single chapter bestiary, and very little incidental description of items.

It is also story-light. It doesn’t have a setting so much as a meta-setting, a world with 20 regions that can take the form of whatever settings you want to pull into your game. The Master plays the ultimate villain who forces the players into this alternate world, and all the players must collectively decide whether to stay in the fantasy or leave together. At least, all the players who are alive at the end…

There are some interesting rules for death, where players come back as zombie versions of themselves, capable of regaining life only by taking it from one of the other players. And there are The Fair, the hidden denizens of the world of Die, with their own secret agenda and godlike powers.

I don’t have an active RPG group at the moment, and I haven’t had the chance to play this yet, but it feels like a game designed for veteran players. The two-layered characterization requires players to deeply understand and heavily role-play their characters. It’s unlikely to make for a fun hack-and-slash dungeon crawl. The lack of detailed systems or predefined settings and adventures mean the GM is going to have to either prep a lot or do some excellent improv (and probably both).

Overall, an interesting game book to read, and one I’m happy to have on my shelf, but probably not one I’ll be playing any time soon. For experienced groups who are looking for a new game, it might be a system worth trying.

The Witcher: The Last Wish

By Adrzej Sapkowski

The Witcher series contains eight entries: a five novel series and three stand-alone books. This is the first: a short story collection. They were originally written in Polish by Andrzej Sapkowski and later translated into a variety of languages, several successful video games, and an ongoing Netflix series that just happens to have released a new season.

These sword-and-sorcery tales take place in an Eastern-European-feeling secondary world and follow the titular Witcher, Geralt, one of a dying group of magic-infused monster hunters. Geralt is often feared and treated poorly because of his mutant nature, and an ongoing theme of the books is that the humans are often more evil than the monsters.

In addition to monsters and humans, there are several non-human races like dwarves, elves, and gnomes. There are hints that these races once ruled the continent, but were long ago ousted by humans and their kingdoms in a series of brutal and attritive wars. Now, they are forced to choose between hopeless rebellions or integration into a society that treats them as dangerous and lesser beings.

Geralt, by virtue of being an outsider among humans, moves between all these different factions and groups, managing to make friends and enemies in equal measure just about everywhere. The stories often hinge on questions of ethics, with Geralt being thrust into situations with no good choices.

This is a great intro to the character and the world. Many of the elements are fantasy staples and little homages to fairy tales, but they’re infused with little twists that make them all feel fresh again.

The Witcher: Blood of Elves

By Andrzej Sapkowski

In the release chronology, this is technically the third book, however it is the first book of the five-part series of novels, and the place to start if you’re less interested in the short stories.

I have to admit, the beginning of the book is a little hard to swallow. The famous troubadour Dandelion sings to a crowd, crooning a thinly veiled ballad about the Witcher, Geralt, and his young princess ward Ciri. For the remainder of the chapter, the crowd of listeners dump exposition about these characters, their past, the world, and the current political situation. Somehow, half a dozen of the people gathered have had run-ins with these people. After that, however, it livens up quickly.

The story mostly follows Geralt and Ciri, and the sorceresses Yennifer and Triss. Ciri is the princess of a kingdom annexed by invaders. While the invasion was halted by an alliance of other kingdoms, war seems to be looming on a variety of fronts, and at least a few dangerous people are looking for Ciri and her Witcher protector.

This book really expands the world with some tantalizing hints of a long and complex history. It’s revealed that monsters came into the world through an event known as the Conjunction of the Spheres, an overlaying of dimensions more than a thousand years previous where things could cross between worlds. Monsters are invasive species, and while many are dangerous, they are not necessarily well-adapted to this world and are generally in decline, leaving Witchers with less work. It is also implied that humans may have entered the world during the Conjunction, explaining how they suddenly started to take over ancient non-human lands.

Sapkowski introduces some interesting anachronisms to his largely medieval setting. Sorcerers and Witchers apparently understand quite a bit about biology, physiology, and the origins of disease, and use a mix of magic and modern(-ish) medicine.

This is a great first book for a series, introducing important characters, building the world, and hinting at bigger mysteries and a villain lurking in the shadows. While Geralt is at home among the common folk (rarely interacting with anyone more important than a mayor in The Last Wish), this book promises an epic fantasy series with plenty of royal politics, assassins, magic, and world-shattering consequences. The characters drive the action, and are largely pulled into these broader political situations against their wills. Geralt is the perfect gruff-but-lovable protagonist, and I look forward to learning more about the cosmology of Sapkowski’s world.

What I’m Reading in July

I’ll continue the Sandman and Witcher series, I’m going to get back to Discworld with my kids, and I’ve got a Neal Stephenson novel I’ve been slowly picking at in e-book that I’m determined to finish.