A KIND OF MAGIC: MAKING THE ORIGINAL HIGHLANDER

highlander

FORMAT: HARDCOVER | RELEASE DATE: SEPTEMBER 17TH

With its original box office failure and its steady stream of dodgy sequels, the first Highlander film has always been a cult hit struggling for mainstream recognition. But, as proven by Jonathan Melville’s new book, it’s the cult films that have the most interesting stories to tell. As a die-hard Highlander fan, this writer has been waiting for a book like A Kind of Magic for nearly two decades, and it’s a delight to finally read it.

This thoroughly researched book takes us through the making of this weird and wonderful film, showing us previously unseen photos and doing a lot to uncover forgotten information and dispel old myths. For example, debunking a trivia titbit some of us have trotted out for years – Sean Connery’s echo-filled voiceover was not in fact recorded in his bathroom. I also learned that the widely ridiculed backflipping in the first scene was actually planned, rather than just improvised on the day as many had assumed. Nuggets of information like this will keep you engrossed throughout, no matter how much you think you know about the film’s production.

It’s hard to believe that it’s taken nearly 35 years for a definitive history to come out, but Melville has written one which every fan should read. The end result is for anybody who thought they knew everything about Highlander. They’ll be happy to be proven wrong.

 

WARHAMMER FANTASY ROLEPLAY: DEATH ON THE REIK

Death on the Reik Cover

PUBLISHER: Cubicle 7 | RELEASE DATE: Digital Release Out Now. Hardcover: Now Available

Many older gamers have absurdly fond memories of old school RPG Warhammer Fantasy Roleplay (WFRP). The setting is a mix of stereotypical fantasy tropes and cosmic horror and has become an established mainstay of the hobby over the years. Mostly because the game has produced adventures that are seen as ‘classics’ in the field. One such example is the Enemy Within Campaign, a grim dark epic filled with murder, corruption and paranoia.

Death on the Reik – Enemy Within Campaign Director’s Cut Volume 2 is a freshly edited and updated version of the classic story, re-designed for the fourth edition of WFRP. They’ve taken the best bits from previous editions and adding more material to make it more useful to GMs who don’t want to run the entire story. Death On The Reik is a ‘heart of darkness’ style adventure with a healthy doses of gothic horror thrown in for good measure. The player’s feel the horrors of Altdorf and travel one the Reik, seeking safety, only to discover more horror and conspiracy. Oh and hordes of Lovecraftian monsters of course.

A few bits have also been edited out, namely the rules for life on the river and merchant trading; these are available in a separate book called the Death on the Reik companion. This isn’t as bad as it seems; the book is focused on being a full and comprehensive adventure rather than encouraging the character to give up the life of an adventurer and become river-based merchants. Still, those who don’t want to immediately sink the players boat once they’ve hit the end of the story will need another book.

This new edition of Death on The Reik is a great read, it’s beautifully produced and very accessible. Though it’s primarily for WFRP, it’s also worth a look for other those running other fantasy horror games.

A CLOCK OF STARS – THE SHADOW MOTH

clock stars

FORMAT: HARDCOVER / RELEASE DATE: OCTOBER 1ST

This first instalment in Francesca Gibbons’ new fantasy trilogy, A Clock of Stars follows Imogen and her little sister Marie. Their own world is full of conflict and impending threat, with arguments between themselves and external threats in the shape of Mum’s new boyfriend, who Imogen stops from needlessly killing a moth in their house. It’s that moth Imogen follows, sensing it’s grateful for the rescue. It leads them to a door to another world. Lost and alone, they are found by young, isolated, and spoilt Prince Miro and learn of his world where threats to identity and family are far more deadly. The girls must overcome struggles between themselves before they can find a way to save his world and return to their own.

The central relationship between Imogen and Marie is touching and truthful, both in the characters’ personalities and how their relationship grows by developing separately. Neglected only child Miro’s harder time learning vulnerability and true strength is as compelling as his parallel world, its magic and its politics. The threat of stepparents, or ‘spare parents’, as invaders is deeply ingrained and takes an interestingly traditional path through the moral twists and turns of beauty, loyalty, love and power. Along with respectful nods to Narnia, we have a kinder moral universe than Pullman’s with a modern sensibility of the pain and panic around missing children, acknowledging we don’t magically get back the time we spend.

CONAN: THE ART BOOK

art conan

FORMAT: HARDBACK, DIGITAL (REVIEWED) / RELEASE DATE:  OUT NOW (DIGITAL), NOVEMBER (HARDBACK)

Robert E. Howard’s sword and sorcery hero Conan The Barbarian is considered to be an archetype of the fantasy genre. The muscle-bound power fantasy has inspired countless creators. From the Elric stories, to He-Man and the Masters of The Universe and even Game of Thrones, the idea of a mostly naked warrior king beating up horrors in an unforgiving landscape has either been directly copied or inverted and re-told many times.

Of course, you can’t have a fantasy hero without amazing fantasy art, and Conan’s popularity lies in the artwork the stories have inspired almost as much as the stories themselves. Robert E. Howard’s Conan: Adventures in an Age Undreamed game is packed with fantasy art inspired by the Hyborian age. It would be inaccurate to describe this book as 120 pages of an overly muscled man punching a snake, but there is more than a fair bit of that going on.

The book is divided into seventeen chapters. Each one is inspired by a book from Modiphus’ game, but conveniently this works as a theme. So cunning Conan appears in the Conan the Thief section, the Horrors of the Hyborian age section is mostly full of monsters and so on. The list of artists involved is impressive and includes by Brom, Sanjulián, Simon Bisley, Alex Horley, Val Mayerik, Daren Bader, Carl Critchlow, Tim Truman, Mark Schultz, Phroilan Gardner, Paolo Parente, Tom Grindberg and many more.

We’ve only seen the digital version of this book and all the art does look lovely on a big computer screen. However, we understand a nicely sized hardcover is planned for later this year, likely in time to treat the barbarian fan in your life.

WORLD ENGINES: CREATOR

WORLD ENGINES CREATOR

FORMAT: HARDBACK / RELEASE DATE: OUT NOW

Eleven months after the first book in the duology – Destroyer – Stephen Baxter returns with Creator, another hefty tome full of his trademark alternative history world-building. Destroyer collected its cast from three distinct timelines, all in search of the mysterious beings who played feng shui with the solar system, and Creator picks up where that book left off, with the survivors of Charon II’s crash landing on Persephone II adapting to their new surroundings and torn between further exploration and looking for a way home.

All the familiar Baxter tropes are here, and by this point it’s moot to discuss their efficacy, suffice to say that most of his characters are built to a level which allows just enough emotional attachment without getting in the way of the real point of a Stephen Baxter novel: how things could have been if the science was slightly different. And, as usual, the science is plausible, because Baxter is a scientist himself, and grounds his sources in the latest academic research, detailing the relevant studies in the afterword.

If Creator has one drawback, it’s that it climaxes with a fizzle rather than a bang, more questions are left than answered, and the identity of the World Engineers is unusually woolly for Baxter. Still, for fans of his work – and those interested in speculative science fiction – there’s much to recommend here. And, as always with Baxter, it leaves you excited for next year’s novel.

AGE OF SIGMAR: SOULBOUND

soulbound

PUBLISHER: CUBICLE 7 | RELEASE DATE: OUT NOW (DIGITAL), HARDCOVER (TBC)

Age of Sigmar is the high fantasy setting that is the current focus of Games Workshop’s range of fantasy games and models, having replaced the ‘Old World’ setting back in 2015. One of the key features of Warhammer worlds is that they are incredibly detailed and also very dark. Though Age of Sigmar is more fantastic and magical than its predecessor, it’s still a worn-torn and gritty world.

Players take on the role of someone who is Soulbound; essentially, each member is tied by fate to go on adventures with the rest of the party. Character creation leans toward the heroic; you play an incredibly skilled being capable of changing the world. This is high fantasy so the characters are essentially super-heroes; the stories are intended to be closer in style to The Avengers or The Seven Deadly Sins than say Game of Thrones or Lord of The Rings. Rules are straightforward and nothing gets in the way of high-powered fun.

The book looks gorgeous and it is crammed with setting information, back-story and plot hooks. It’s a games-masters delight and great for GMs with busy lives. It has everything you need to understand this weird but epic world.

The system itself is pretty easy; six-sided dice and a handful of stats. The rules are very specific to the setting to hammer home the ‘epic but broken’ vibe of the setting. Storytelling leans toward the epic.  You have a destiny, adventure beckons. It might be a dark fate, but it will crackle like lightning and boom like thunder.

STAR TREK ADVENTURES KLINGON CORE RULEBOOK

klingon empire

PUBLISHER: MODIPHUS | RELEASE DATE: OCTOBER 21ST

The Star Trek Adventures Core Rulebook is a complete system in terms of Starfleet allowing you to run round the galaxy playing one of those lovely Federation types and be all jolly and happy, boldly going where no-one has gone before. It’s a great game but its only explores a fraction of the Star Trek universe. Players wanted something different, and publisher Modiphus have responded by producing the Star Trek Adventures Klingon Core Rulebook. It’s an intriguing mix of the same, but different.

This is a core book, so you don’t need the fluffy Federation book to play, and all the existing supplements are compatible. It’s also much more coherent than the other book, making both character creation and combat much clearer and accessible. The general advice on how to run the game is much improved by the shift in perspective; Klingon stories are still essentially about going out into the galaxy and making your mark, it’s just the focus is different and the character progression rules have been adjusted to reflect this.

The majority of the book is dedicated to Klingon history, background and story ideas. Though it’s likely you’ve seen a lot of this via the books and TV, it’s nice to have it in one place and specifically from the Klingon point of view. After all, the Klingon’s are the heroes in this version of the game so the background material is adjusted accordingly. And let’s be honest, who doesn’t want the chance to punch Kirk in the face some times?

FEATHERTIDE

feathertide

FORMAT: HARDBACK / RELEASE DATE: OUT NOW

If you think adventure is dangerous, try routine; it is lethal. – Paulo Coelho.

Beth Cartwright’s debut novel Feathertide is a mesmeric coming of age story bursting with magical locations and extraordinary characters. Maréa is a wondrous protagonist born to a human mother and a bird-like father. This hybrid child hides her true self like the feathers she is scared to expose, or more precisely forced to hide. As she grows into a woman, Maréa feels the pull of her estranged father tickling in the downy feathers on her back. She realises to find herself she must first find him. When she turns eighteen, she leaves the comfort of anonymity and sails across the long waters to the City of Murmurs, a collection of islands connected by bridges and enchanting inhabitants.

There she discovers love, loss, heartbreak, and the beginnings of herself. These self-discoveries are latticed with beautiful writing. But it’s not all poetic prose and succulent language. There is a deep human story in here about difference and acceptance. Mermaids that transform to human only to long for the sea. Bird people who abhor their feathers only to realise freedom is within their flight. The choice of love that can only bring pain in the end.

Fear of growing and being trapped are woven through this story. From ominous freakshow boats that may capture those who appear different. To holding onto the past like a hot coal which burns with each touch. Though Maréa has mentors, both in her childhood home and in her new life, neither knowledge taught through books as a child or magic bestowed as a woman from these people can truly guide her. She must literally decide if she wants to spread her wings.

Feathertide sometimes swirls like the jars of healing mist the people of the islands carry with them. It promises revelations with each page turn while floating new secrets before they are even exposed. You may get lost within these remarkable worlds that Cartwright has furnished in such imaginative detail. But the map is always a paragraph or two away and leads back to a beautiful story of growing, learning and love.

A highly accomplished debut and an author to watch.

HE-MAN AND THE MASTERS OF THE MULTIVERSE

FORMAT: TRADE PAPERBACK (REVIEWED) + DIGITAL | RELEASE DATE: SEPTEMBER 1ST

There are lots, possibly infinite, parallel universes out there and, as every Eternian knows, Eternia is at the centre of them. In all of them but one, He-Man is a hero and Skeletor is a villain. This story is about that anomaly, where Keldor never becomes Skeletor and is just Randor’s lazy little brother. The anti-He-Man is the powerful enemy who does not just want to be the master of the universe, but he wants to be a master of all the universes. Using the power of Castle Hellskull, the anti-He-Man travels between universes attempting to kill and take the swords of He-Men.

Tim Seeley’s overall story arc is predictable, but smaller surprises throughout make it no less gripping and the character development of Keldor is particularly well done. The comic is also often amusing, with it being unafraid to take shots at some of the source material. The mix of art styles that this kind of scenario enables is great to see, especially when those art styles all come together on the same page. The idea is clearly influenced by Spider-Man: Into the Spider-Verse (it even features its own equivalent of Spider-Ham), but it’s more homage than rip-off.

All in all, this is one of the most fun comic books we’ve come across in some time and, being an amazing nostalgia trip, it’s an absolute must for all Masters of the Universe fans. The longer you’ve been following the property, the more you’re going to enjoy this!

DUNGEONS & DRAGONS: THE YOUNG ADVENTURER’S COLLECTION

D&DYoungAdventurers

PUBLISHER: WIZARDS OF THE COAST/TEN SPEED PRESS | RELEASE DATE: OCTOBER 6TH

Dungeons and Dragons is a game played by people of all ages all over the world, though getting into it can be a bit of a task, especially for younger types. Its fantasy let’s pretend with rules, but it has its own rich lore. This is where the The Young Adventurer’s Collection comes in.

It’s a set of four previously published small hardback books aimed at young minds. Each delves into an aspect of D&D, but without burdening the reader with rules or similar complexities. So you’ll learn how scary Dragons can be, but without a long list of complicated looking statistics; that’s a job for something like the Monster Manual or the D&D Essentials Kit. Instead, they all dive straight into the juicy world-building, giving the young reader a thirst for adventure. Warriors and Weapons describes the various D&D character classes, races and equipment you may want to play in a game. We get legendary examples, so we get a nice write up of Minsc and Boo, as well as the difference between a vampire hunter’s pack and a dungeoneers outfit. It handles the strangeness of this fantasy world quite deftly throughout, and each book is illustration all the way through.

The Wizards and Spells book is a handy guide to the magic system of D&D (something that’s spawned many imitators) and goes through the types of spells characters will use in a game as well magical weapns, tools, wands etc. Some of these descriptions are quite funny and the whole thing is very light hearted.

Dungeons and Tombs takes the reader through some classic D&D adventures as well as advice for young players and dungeon masters. You are never too young to learn how to map a dungeon or disarm a magical trap. Monsters and Creatures is a treat, a little book filled with lots of weird beasties and a guide to spotting dragons. Each book is well made and will fit easily inside a school bag.

This set is perfect for getting the family into D&D and excellent for encouraging imaginative play. Experienced gamers don’t need this book, but the young ones in their lives may well do. Gorgeous, fun and something special.