Book review: Jonathan Strange and Mr. Norrell by Susanna Clarke

This is one of those books that’s been on my reading list for a number of years and has never made it to the top because it’s so long! After playing a couple of games of Silver Bayonet this year I decided the time had come to get stuck in, but because of its length it would have to be an audio book.

After downloading it I was a little overwhelmed to see that it came in with a running time of 36 hours. I’m pretty sure this is the largest single book I’ve consumed, and it did make me wonder just whether the story really needed all those pages? Surely there would be a bit of repetition or redundancy in there. Of course, I’ve read some pretty weighty trilogies in the past and they were very enjoyable, but coming in three books made them feel a little more manageable.

Jonathan Strange and Mr. Norrell is a historical fantasy about two magicians wanting to return practical magic to England. Set during the early 1800s it provides an alternative history of England where magic has been practiced extensively in bygone times, and the worlds of men and fairies have been as connected as any of the various counties of the country.

At its heart it is a book about relationships, wrapped up in a lavish fairy tale world that imposes and integrates itself so perfectly into a period of highly structured societies and global conflict. The detailed and thoughtful portrayal of the human history provides a solid scaffolding around which Clarke has layered magic and mysticism to present something truly engaging.

The main characters are meticulously crafted, and their conflicting personalities lay the foundations for a relationship that carries the story from the very first to the very last page. The other protagonists are equally well presented and support the delivery of this tall tale. What I like most about this book is the beautiful balance between comedy and horror. There are some truly twisted moments in this story and yet there is a dark humour that manages to soften the excesses of certain characters and allow others to be adopted by the reader despite their devious natures.

In addition, a series of footnotes and short folk tales help to bring the history of magic to life and entrench it firmly into everyday life. Give much of the story is centred around Yorkshire one of the pieces of folk lore I particularly liked was the tale of the King and the charcoal burner, and there are many more scattered throughout the book to enjoy.

All in all, this is an absolutely brilliant read which I would recommend everyone who loves a good fairy tale, or historical fantasy, take 36 hours out of their day to enjoy.  

Clash of Kings 2025: the annual shot of inspiration

Since really taking the dive into Kings of War a few years ago Clash of Kings has become a real highlight to the year, and it’s taken me on some interesting journeys. As someone whose first army is Ratkin I haven’t really seen any massive changes to the faction over the last few years, probably the biggest being the introduction of the formation. That being said the smaller changes have definitely provided some interesting opportunities to explore different aspects of the army and keep me coming back to them.

This year I decided to really commit to playing the rats, and they’ve come to every tournament with me, whereas in previous years I have jumped between a number of different factions. I think playing Ratkin has given me not only a better appreciation of the army, but also Kings of War, and it’s for this reason next year’s focus will be on the Halflings!!!

The spark of inspiration for this has come from seeing the points reduction on Saucerors, at 30 points its pretty damn significant, and the introduction of the optional command dice rules. I’ve had a Halfing army for a couple of years but have never quite gotten around to finishing a full force. The reason is that I’ve never thought I’ve fully understood the army. On the surface it feels a bit like Ratkin with loads of synergies and a number of units with subpar stat lines, but it plays so differently. Ratkin synergies are so reliable that they really need to be factored in at list building stage. Whereas the Gastromancy synergies are so random they really shouldn’t be relied upon from one turn to the next (I doubly feel this because I generally play with two Saucerors). But whilst Gastromancy is not a guaranteed recipe for success, many of the Halfling units have elements of competency that the Ratkin could only dream of, there are units you want to take with melee 3, defence 6, terrain mitigation and more nimble fliers than you can shake a baguette at. All this makes for very different dynamics when it comes to hitting the table. One of the things I really believe about the command dice is that they are going to really add to the Halfling flavour.

Another big driver for trying out the Halflings is just how much I’ve enjoyed playing against them over the last couple of years. I think without exception all the games I’ve played have been really good fun, and really quite challenging. They’ve also made me question my previous attempts at list building, which have generally focused on Juggers, flying dogs and Forest Trolls (not the shooty ones). In play I’ve found my own lists quite fragile, however, my experience against Halfling lists is that they are incredibly resilient and can really put out some damage, particularly from shooting.

So inspired by the joy of those games, and the desire for a slightly different challenge, I’m going to work on getting an army finished for my first event in January next year. And just to make things interesting I’m going to see if I can put together an enjoyable, reasonably competitive list with no repeat units, and by this I mean that not only will there not be more than one of any unit type, there will not be more than one size of any unit type, i.e. if I take braves I can either have a regiment, horde or legion, but not all three, or even two. I think Halflings will manage this quite well as it always seems to me that most armies have duplicates of maybe one or two units at a max. I have a couple of lists in mind and I’m looking forward to giving one a test run next weekend.

Another year with Ratkin: the highs and lows of CoK 2024 Edition

Ratkin have not seen any massive changes in third edition from one Clash of Kings book to the next. Whilst in some ways it can be quite exciting to have half your army overhauled, it also may mean the faction hasn’t been in a great place, which is probably far less exciting. In the UK we have had the mighty Simon Brand championing rats throughout the third edition and pulling out some great results, which demonstrates just what can be achieved with the furry little devils. If you’re reading this because you’re interested in playing Ratkin I’d recommend this year’s Countercharge army review because it is one of the best overviews of the faction to date.

However, if you don’t have three hours to spare and want something a little more condensed, and rough around the edges you could finish reading this article! So, without further ado, let’s kick off with the two most impactful changes, in my humble opinion.

Spears and Swarm Criers

Of all the changes from CoK 2024 these two have probably had the biggest impact on ratkin armies. Most armies I’ve seen on the UK tournament scene have had at least a couple of hordes of rats with pointy sticks. Generally, these have been warriors, however I’ve been bringing shock troops as well. A great question that got raised this year was whether Shock Troops are actually worth the additional points when they’re essentially as durable as Spear Warriors, and the main bonus is melee 4 over 5? As someone who easily gets attached to units on the basis of lore, or cool models, this was a question I really didn’t want to engage with, however some really unhelpful outcomes at the Clash of Kings event got me thinking about this more seriously. Over the course of the weekend, I had some truly horrendous rolls come from the shock troops that didn’t do me any favours (the three or four turns one horde spent in combat with an Ogre Palace Guard Captain and failed to kill it was particularly galling). Ignoring the combat outcomes for a second though, I would say that hordes with phalanx have been an absolute must for me this year and have massively changed the way I approach games, I certainly have a lot less concerns about alpha strike armies now.

Swarm Criers have also become something of a mainstay in line ups now. Mine went immediately onto a fleabag and started hanging out with the Tunnel Runners and a Night Terror. The result was some pretty impressive damage output and suddenly, when combined with a sharpness drinking Tunnel Runner regiment, my army had a reliable unit for damage output, something rats are not really known for. Over the course of the year these units have been causing so much frustration the Swarm Crier regularly finds himself taking a charge, which is when you know an individual is doing something right! One of the other benefits I’ve found with the elite aura is the impact it has on Brute Enforcers and Night Terrors. These low attack units have definitely benefitted from the aura a few times, which has helped chip away a few extra wounds on the enemy.

I suspect the Swarm Crier upgrade has also contributed to more Nightmares making their way to the table. Whilst I’m not a fan, I can absolutely see why they are proving popular. Sitting them in the middle of an army, fully rallied, with support from radiance of life, drain life, a fury aura, and now elite in melee, well, there’s a lot to be said for that. Currently I only have one horde painted, and since I don’t often play with Brood Mothers or the Tangle, when I do put them on the table they disappoint, but who knows what the future will hold! (Me, and I’m currently trying out lists with Brood Mothers and the Tangle)

Disappointing spam and the surprising MVP

One of the changes from last year across the game was how wizards were priced. As a result Ratkin became able to access large amounts of lightning bolts for even less points. Having tried a lightning themed list in 2023 I decided to have another go as I was hoping the extra points this would free up would result in some of the gaps in the previous list getting plugged. So, I took lightning bolt heavy lists to two events with some very consistent results. Of all the lists I’ve played this year, this style felt the most match up dependent. Facing an army that had good targets the shooting was brilliant. A great example was facing a Green Lady army where the casters were able to shoot away the chaff leaving the heavy cavalry facing off against spear hordes they would eventually get overwhelmed by. However, against factions with loads of heal and defence five or six on everything (looking at you Empire of Dust) the shooting just wasn’t effective and so the warlocks contributed very little. It’s for this reason I’ve found myself gravitating to war engine teams, which have become my MVP for the year.

Whilst I feel more comfortable shooting at things a long way away, than things that are very close, the point at which the warlocks aren’t causing damage they have no other use and can be easily ignored. The weapons teams need to get closer, but they also act as excellent chaff. They’ve pulled me out of some incredibly tight spots and caused so much disruption for opponents that it is hard to consider the 85 point price tag anything other than a bargin.

The cherry on top of the iced bun

The final change I wanted to mention is the Night Terror. I’ve always loved playing these little critters, but couldn’t for the life of me understand why they were considered heroes throughout third edition. As fun as they are, I could never quite get them into a list because there were so many better heroes to choose from. Like a number of rat fans all I really wanted was for them to become monsters, but the rules committee absolutely went above and beyond on these. Not only did they become monsters, but the got rallying. I feel like these have absolutely increased my enjoyment of running Hackpaws and Scud. In the past Scud was always a unit that gave rallying, but rarely benefitted from it. This year it’s been a rare occurrence that Scud has been without a Night Terror by his side and their rallying of each other has been the source of any number of raised eyebrows.

That’s all great, but what about next year?

As I’m writing this, I’m still waiting for my copy of CoK to arrive, but to be honest I’m not expecting things to change massively as I understand there aren’t major changes to Ratkin in the new book (if you have the book and there are: no spoilers please), other than the command dice. I’m intrigued by the dice, but I think that’s more because of what they could become, rather than what they are now. Fielding a synergy heavy army I’m totally okay with effects being applied to units that don’t normally have them when a certain set of circumstances align. I also think that the increasing number of synergies being built into armies more generally means there is a need for another mechanic to set up differentiation. I also don’t mind a bit of randomness (my other army is a Halfling army with two saucerors, don’t you know). The one concern currently at the back of my mind is whether there are certain factions that will benefit more from the general orders than others, for example rerolling damage dice for a unit with crushing strength two and vicious is arguably more valuable than rerolling a wound without these things (and that’s before you consider the defence of the unit they are facing). For this reason, I’m keen to play as many games as possible with the dice and talk about them, because if there is any chance of them becoming a fixture in fourth edition it would be good to see issues pre-empted and sorted out so only the positive bits make it into the next version.

The Return of Zenrya: a background for my latest Saga Age of Magic faction

Building Saga fantasy warbands always feels a little outside my comfort zone. Not because of my level of understanding around the rules. More because so many options present themselves despite the streamlined approach to army lists and points. I generally build armies based on models I like, or lore titbits I think would be interesting to explore further, but these aren’t defined anyway near enough to offer the sort of narrative hook I’d expect from another game.

The lack of definition in the lists, to the point that you can use the same list to create both Dwarf and Goblin armies, has had me scratching my head somewhat. I stand by my initial concept for the army, as a pragmatic collection of models I think are quite cool and have carried the pragmatic approach into developing the army’s background. By that I mean, when having to explain anything too difficult in a fantasy world, use magic! So, this is where I’ve got to.

Zenrya, minor deity of deception, street magicians and charlatans (Warlord and Archdemon)

Zenrya is my warlord with the legendary upgrade to make her an Arch Demon, it only seemed appropriate given the commanding nature of the model. Zenrya is, in the grand scheme of things, an often-forgotten goddess of the Great Kingdoms. Just like any other experienced perpetrator of fraud and embezzlement she is known by many names and worshipped only whilst her promises stand. As the subjects of her lies and deceit realise her true nature she is cursed and those once loyal dessert her. She is therefore loved as much as she is hated and invited into peoples lives as often as she is cast out, but she does not care, for she derives great joy from the games she plays. It had been believed, by the rare academics who keep track of these things, that Zenrya had been imprisoned in a jade neckless and left to sink to the bottom of the deepest ocean.

The Smiths, master makers and magicians tricked into the service of Zenrya (Biped Creatures)

The Smiths are ogre artisans who were long ago bound into the service of Zenrya with the promises of magical powers that would enhance their already considerable talents. Allowing them to enhance the things they made. Unfortunately, they learned too late that Zenrya’s gift to them were hard to control and often resulted in items being imbued with powers that either made it redundant, like an ever-burning flame that gave off no light and no heat, or gave it’s power to the owner’s enemies, like the spell book that when read passed the power of the magic to the reader’s foes. When the ogres realised how they had been tricked they were upset, but they have come to see their gift in a new light and centuries later they revel in chaos their treasures bring to the world.

The hounds (Quadruped Creatures)

Zenrya always admired the speed of the great eagles that soared high above the Forgetting Mountains and the ferocity of the great sabretooth tigers that roamed the forests on the lower slopes of the great peaks. One day she set out to create a hunting beast that would combine the best of both the beasts, but as she cast her spells a moment of whimsy changed the intention of the magic, and the resulting beast took the head of the eagle and the body of a tiger. Whilst not the fast, ferocious creature she had set out to create, the monstrosities amused her and have proven their worth time and time again.

Perrin (Sorcerer)

Perrin was once a street magician in the busy port city of Hubbub. One day he happened upon a jade neckless. He had intended to sell the jewellery at first, as it was clearly well made and would likely fetch a good price in even the meanest of pawn shops where provenance was nothing more than another long word the owners had never felt the need to learn. However, the neckless spoke to him and promised him power beyond his wildest dreams if he would carry it to the Forgetting Mountains and find the Smiths, that could free Zenrya. Perrin did as he was instructed and soon found himself face to face with an elated deity who said that she would grant him control of the weather. As with everything Zenrya promises, it did not turn out quite the way Perrin expected. It is true, in her presence Perrin is able to call lightening from the skies, swathe an army in the thickest of mists and demand tempests topple towers, but away from her he can do little more than summon a rain cloud that will only ever appear above his head. So, for this reason Perrin stays close to his patron at all times.

The Misplaced (Warriors with Hunter faction rules)

Quite what the Misplaced are, where they come from, or what their intentions are is unknown, possibly even to Zenrya herself. They are as likely to help her as they are to run from her in an hour of need. However, this inconsistency fits with Zenrya’s own world view and a strangely forgiving attitude towards loyalty. Unlike many deities who expect absolute loyalty from those that bask in their presence Zenrya expects none. Win or lose the day is there to be seized, good or bad there will always be someone who benefits and someone who goes without. The only absolute is uncertainty.

The Knights of the Bloody Snow (Warriors)

Everything about the knights is a mystery, further obscured as the knights do not speak. Perrin first met the knights as he set out from Hubbub for the Forgetting Mountains and their relationship has been strained from their first encounter. Although the knights have saved Perrin on countless occasions, the sorcerer has never quite been convinced that they have always had his best interests at heart.

Starting a new Saga: Age of Magic faction

I’m no expert when it comes to Saga but I think there’s a lot to love about this brilliant skirmish game. I started playing the fantasy version (Age of Magic) after the pandemic as a result of having a bunch of interesting miniatures painted up, but no specific game in mind with which to use them.

There are a couple of things that really appeal to me about the game. The first is that it’s very different to the sort of games I usually play where every unit will get to do something every turn. The second is probably the more important, for me, the game has a mere 6 factions, that somehow manage to cover just about every fantasy faction ever created. It’s an impressive feat, and one that I’ve only recently been getting my head around as I realise I can use the same army list to run Dwarfs, Goblins and anthropomorphic rats.

Not surprisingly a lot of the decisions about how the factions get represented on the table come down to players, as there are no official miniature lines. I think this can sometimes be a bit of a double-edged sword as being able to do whatever you want can sometimes be as much of a challenge as hating a model range that supports a faction that interests you narratively.

Through playing a few games with my initial force I’ve arrived at a bit of an impasse. There are different units I want to explore, but I can’t find a way to represent them that fits with the aesthetic of the bulk of the army. So, I decided to have a root around and see if there was something I could throw together for the event in November.

After a bit of mixing and matching I think I’ve found something I’m excited about. There are a number of Games Workshop models I have that I really love, but don’t often get to use. Predominantly these are Stormcast models that have come out very nicely through the painting process, although a few demons and some Fireforge knights have also made the mix.

Models found I then had a good think about the faction that would accommodate these miniatures. After a lot of thought I have gone for The Otherworld, which I would interpret as a demon faction, however because the game is so beautifully open there is no reason it couldn’t represent angels instead which is a great fit for my centre piece model.

The absolute best thing about the list I’ve put together is that there isn’t much to be done in the painting department, although some basing is required to bring the faction together, and then there is the narrative. Currently there are a few ideas in the mix, but for now I’ll leave to with a shot of the warband in it’s current state and check back in when it’s all done (hopefully before November).

Sore shot: a Kings of War inspired short story about halflings and forest trolls

The little, yellow clay ball spun as it sailed through the air. Up it went, until it reached the top of its trajectory, high above the green fields and the tiny dry-stone walls that kept them in place. A short, sharp bang shattered the afternoon silence and less than a second later the ball exploded, larger fragments falling back to the ground, leaving only fine dust to be carried off by the light wind.

Squire Broderick lowered his rifle, an understated smile returning momentarily to his lips. “I make that 58 for 57.” He said in his broad shire accent.

“S’right. But be remembering you went first.” Gentling Farmer Broad replied dryly, his own short lived celebratory smile from his previous shot fading as he pushed another round into the breech of his rifle.

Given their matching countenances and physical appearances, it was commonly believed by those that worked for them, and the wider town’s populace, that Broderick and Broad were the best of friends. They were both in their early fifties, portly, but with wide set shoulders and thick forearms that hinted at a more athletic youth. Their hair was fading from grey to white as it retreated from the tops of their heads, and yet their eyes were as bright with life as they had ever been. Friends though, they were not.

They had grown up on neighbouring farms but had never got on despite each having a love of riding aralezes and shooting rifles. They had served as wild runners, combining their passions, and found themselves assigned to the same regiment for five years. For the most part they had ignored each other until the day that Broad had saved Broderick’s life. Even that most humbling act of compassion did not bring the young halfings any closer. Broderick’s matter of fact thanks were parried with the most sincere and literal declaration from Broad that he would have done the same for anyone else.

Over the next five years Broderick would go on to rescue Broad no less than once a year, and Broad would save Broderick from certain death another four times. Retiring from the army they returned to their respective farms where they worked tirelessly, producing exceptional harvest after exceptional harvest and expanding their landholdings in every direction, except in which their neighbour lived. You would be forgiven for thinking that their devotion to their separate lives would have meant the two halfings would have no need to communicate, and yet never did two people communicate quite so much, albeit mostly through the medium of letters dictated by the landowners and passed, via their solicitors, with regard to boundary walls, the roaming rights of forest trolls and any number of other agricultural banalities. Each letter was pragmatic, to the point, utterly without charm, and yet oddly, given the size and frequency of their solicitors’ invoices, always in accord with the enquiry that had prompted it. Never had halflings of the law made so much profit from clients who agreed so utterly and so vehemently with one another and were so accommodating of one another’s perfectly reasonable requests.

Quite how the annual shooting match between the two had started was anyone’s guess. Its origins had been lost to time and censure. Any labourer or farm hand on either property caught discussing it by either Broad or Broderick would be abruptly informed that it was a halfling’s god given right to stand on the back of a forest troll, in their own field and shoot at clay balls all afternoon if he so desired, and that if another halfling wanted to do the same thing own their own land at the exact same time it was no business of neither man nor beast, nor any other void cursed abomination. What was more, if two halflings should choose to undertake this activity simultaneously, and of their own volition, it did not infer that said halflings were in competition with each other. And so Broad raised his rifle as Broderick loosed a little red clay ball into the sky using a sling.

The forest trolls, from the backs of which they were shooting, stood patiently on either side of the grey stone wall that divided the fields, and the farms, from each other. Stoic, Broderick’s troll, and Stodge, Broad’s troll, had worked for the halflings for many years. They had arrived at the farms at similar times, when the halfings were beginning the expansion of their respective rustic empires and worked diligently pushing harvesters and gathering crops. Broad’s and Broderick’s successes had ensured meals were plentiful, there was always work to keep them occupied, and there were sturdy, weather proof outbuildings to shelter in when the weather got so bad that even a forest troll yearned for a respite from nature.

The halfings and trolls had aged together, times changed and with them needs, wants and responsibilities. The farmers no longer really farmed, that was what the farm hands did. Broderick and Broad supervised and oversaw, so Stodge and Stoic would spend their days carrying the landowners across their estates as they could navigate both field and forest far easier than any aralez could.

Another series of evenly spaced shots rang out across the rolling countryside. Clay ball after clay ball was loosed until dusk began to settle.

“146 to 145.” Broderick said, “Good time as any to call it a day, dusk’s a comin’ in and it’s unnecessary to make old eyes work any harder than they would in the day. That’s a young halfling’s luxury.”

“We’ve time for one more.” Broad responded firmly, “You went first.”

Without argument or remonstration Broderick launched his final red ball into the sky. Broad lifted his rifle and tracked the ball’s journey. He drew in a breath and held it just as the ball reached the peak of its flight.

At the point at which Broad’s finger was about to squeeze the trigger a squirrel scampered through the grass and sunk its teeth deep into Stodge’s ankle. The shock, rather than the pain, caused the troll to turn and lower his gaze, to see what had caused the sudden sensation, which sent Broad’s shot wide, and the little red ball fell back to earth unscathed.

Later than evening Broad sat alone at his kitchen table, a generous glass of port and an equally generous cheese board before him. He rolled a red clay ball around in his hand and pondered over the day’s events. It had been a day, and to have a day was a good thing, many halflings he had known throughout his life no longer had days, so it was only right to count your blessings. A momentary smile lit up his face as he remembered how Broderick had been distracted the year before by that rather unfortunate incident with the deer; and would never forget the incident two years before that with the hedgehog that had also resulted in Broderick missing his shot.

“All’s fair.” He chuckled, before placing the little red ball on a shelf at the end of a row of thirteen other little red balls.

That night Stoic settled down to sleep under the canopy of a great oak. Not far above him a squirrel slumbered in its branches, safe in the knowledge that none of it’s natural predators would approach it with a forest troll in such close proximity, awake or asleep.  

A silver bayonet to the Norrells*

Whilst I rarely dabble in historical wargaming, on the odd occasion I do I often find myself glued to Youtube for several hours trying to get a better understanding of the time period I’m playing in. It generally leaves me a better-informed person, with the occasional nugget of historical gold, perfect for those awkward ice-breaker moments the corporate world occasionally throws at me.

Playing mainly fantasy games though, the need to delve into real world history does not often occur. Recently though I played my first couple of games of Silver Bayonet. A skirmish game set during the Napoleonic Wars. Having a love of all things Spanish I decided to give that faction a go. I usually like to have a bit of narrative when building warbands for skirmish games, but in this case I was at a loss.

I’ll be the first to admit that my knowledge of that period doesn’t extend much beyond a few episodes of Sharpe, and I wanted to take a slightly different direction than simply having Sean Bean’s Spanish counterpart wondering around saying “bastard” every few minutes. So, I dug into the history a little bit.

Now, Silver Bayonet is specifically a game about specialist military units that hunt supernatural nasties at the turn of the 19th century. It turns out that part of the war, the hunting of hobgoblins and werewolves, is not particularly well documented on Google. However, it got me thinking about whether there were any good stories that had been written on the subject. My go to for the supernatural are the likes of Dracula and Frankenstein, but these are set in a much later period. It turns out though that there are a couple of books that do tick the temporal setting box. The Legend of Sleepy Hollow, by Washington Irvine, and Jonathan Strange and Mr. Norrell, by Susanna Clarke. I couldn’t be happier to stumble over Strange and Norrell, as it’s a book I’ve been meaning to read since seeing the odd episode of the television series many years ago. Turns out it’s quite long, 36 hours on the audiobook, which means it will be a while before I make a start on the headless horseman, but if the first six hours are anything to go by it will be massively enjoyable.

So where does this all leave the narrative for my Spanish vampire hunters? Well, it turns out history is so often stranger than fiction. Nestled somewhere in a Google search I discovered that in the early 1800s the Spanish government were forcing people to be buried in community cemeteries, which were on unconsecrated ground. Apparently, this led to a wave of families digging up buried relatives and reburying them on consecrated ground, I mean if that isn’t narrative gold I’m not sure what is.

*As my brain worked on the title for this post, I was reminded of a Michael McIntyre sketch where he remarked upon the capacity for the British to use almost any word or phrase as a synonym for drunk, to be completely gazebo’d being one such example he offered. I found myself having a similar thought in respect of a gentleman’s particulars.

Reviewing Glorious Exploits, by Ferdia Lennon

I studied ancient Greek plays for a while. At the time I remember being fascinated by the tragedies. Not especially because of the plays themselves but more because of the concepts of hubris and catharsis that were considered to underpin them.

If I remember correctly the general flow of these plays was that the main character would commit some grave offence, at least in the eyes of the gods, and would then be punished in the most egregious way. Seeing all this the audience was supposed to be reminded that hubris (upsetting the gods) was a bad thing, be very relieved that the gods didn’t hate them as much as the main character and would be all the better for it (catharsis).

How far this really played out with ancient Greek audiences I don’t really know. Personally, I remember feeling that the tragedies of ancient Greece became an operating model for the villains of James Bond. When faced with a prophecy about their offspring killing them and marrying their wife the subject of said prophecy would attempt to remove the threat in such a manner as to ensure there was an opportunity for the child to survive and fulfil the prophecy. In much that same way that countless Bond villains have forgone shooting him in the face in favour of leaving him in a poorly locked room with plenty of time, and all the necessary tools, to figure out how to escape from an overly engineered execution.

Reading the synopsis of the book, “two local potters and a group of prisoners of war put on plays by Euripides”, took me back to my studies and piqued an instant interest as to how a modern author would treat the subject matter.  Part of me wondered if the author might take a tongue in cheek approach to the subject, and so I pressed play on the audio book.

I was transported to Sicily, 412 BC, in the aftermath of an unsuccessful Athenian invasion. The prisoners of war are so numerous they have been left to starve in quarries until a pair of local potters, both obsessed with the theatre, see an opportunity to put on Athenian tragedies.

The story is beautifully written and leans into the careful structure of the ancient dramas, even including a truly fascinating Deus Ex Machina who probably deserves his very own book. There can be no happy endings and the best endeavours of men to aspire to greatness above their station inevitably fall short, yet there can be joy and even comedy in the most dire existences. However, Ferdia still creates a truly fascinating and engaging tale full of unexpected turns that balance light with dark, and hope with despair. The characters are richly written and beautifully layered, no-one is perfect, each succeeds and fails within their own talents and shortcomings. What brings the characters together so well is the articulation of the world they live in. Every part of their world is explored from slavery to fashion, from love to loss, and a book about a couple of old plays becomes an exploration of the human spirit.

I don’t remember much of Oedipus or the Bacchic Women (Apuleius’ Golden Ass was much more up my street), but Glorious Exploits will stay with me for a very long time to come. I would highly recommend this book.

The Fyrefur Clan narrative moves on as the rats ready themselves for Clash of Kings

Next week almost 200 Kings of War players will descend on Nottingham in the UK for the weekend. We’ll be playing six games over the course of two days, as well as catching up with friends from all parts of the country, and overseas. This is my second time going, and first in its current incarnation, which frankly is an amazing undertaking given the event is not a Mantic run event, instead its run by a collective of tournament organisers from across the country. Friends who attended last year loved it, and I’m quite excited.

In true Kings of War style the event is not a Mantic miniatures exclusive event. There are however some small incentives to encourage people to bring fully Mantic armies. This year I’ve had a lot going on, so sadly I haven’t quite been able to get the last element of my army that’s non-Mantic replaced. However, two other units have had a Mantic makeover which I really wanted to share.

My Ratkin army has a growing narrative behind it. Earlier in the year a very enjoyable game against Orcs led to the matriarch of the clan being deposed and an ambitious Birthing Daughter taking her place. This change has resulted in a lot of decisions having to be taken both in story terms, what will her reign look like, and game terms, what model should represent her and what stat line should she have.

For Clash of Kings, I’ll be playing her as Mother Cryza (a powerful and multi-faceted living legend), but I think in the longer term she’ll probably err more towards being a brood mother. Either way though the representation will use the same base size and be roughly the same proportions. At first I was going to use the Deadzone Veer-myn Pack Leader. It’s an absolute beast of a model, but didn’t have the feeling of a newly self-promoted leader who is herself one of the regular sized Ratkin.

A couple of thoughts then jumped to mind. I was looking at a number of individuals I’ve painted up. The Mantic resins are beautiful, but rarely make it into my army lists. There is an awesome warlock model wearing a skull for a helmet. In the last narrative I wrote for the clan the new leader wears the old leader’s skull as a sign of dominance and queenship, what a fabulous coincidence. The second jolt of inspiration came from my current proxy for Mother Cryza, the old GW Thanquol and Boneripper. As a new leader, the former Birthing Daughter is likely to feel exposed, and so why wouldn’t she find the biggest brute and make him her bodyguard. I’m really looking forward to getting her on the table.

The idea of using other individuals in units that are going to Clash then spread, and it wasn’t long before I found myself playing with chariot parts to create a replacement for my Tunnel Runners with Brew of Sharpness. Whilst I haven’t got around to replacing everything, I’m super happy these units will be marching to Nottingham as they look fab, showcase some of Mantic’s amazing resins and prepare my clan for the next chapter.

Good books and silver bayonets

It’s been a while since my last blog. Probably the most often used phrase in blogging, at least by us amateur types who generally have a million things to prioritise above writing about a few of the things we love, but don’t spend anywhere near as much time as we’d ideally want actually doing the things we enjoy.

I get quite excited about this time of year. The school holidays are almost over, and my daily routine is about to kick off once again. I feel quite blessed that I mostly enjoy my general day to day, and whilst it might feature less waterparks, laughter and enjoyment than holidays do I quite like the feeling of progressing projects a bit more predictably than is possible with a house full of people with no commitments beyond getting out of bed if only to make it possible to return to bed.

The last few months have not all been spent drifting between sangria and the sun. Much of it has been spent trying to figure out, of all the projects I have on at anyone time, what I can actually complete during the last part of this year. I now think I have something approaching a handle on that, which means not only might I start to manage a bit more of a regular flow of blogs, but I’m also hoping to get moving with the next instalment of the Rose of Amzharr, particularly after it managed to find it’s way to number 24 in Amazon’s fairy tale chart of best sellers the other day.

What I’m hoping to do is put most of my energy into the sequel, with a bit of painting and gaming as and when. That means there’s unlikely to be any major painting projects for a while, but I’m more than okay with that having recently jumped into Silver Bayonet. I’ll do a separate review of the game soon, suffice to say that I’m really enjoying it and see it very much as Frostgrave’s older brother (the one that graduated uni with a useful qualification and has the sort of steady job that his parents are proud of, not the smelly one that doesn’t leave his room before midday and whose only achievement is a highly questionable, albeit completely legal, internet search history).

Holiday time has meant a bit of reading has also been possible, and I’ve managed to add to my reading list. Whilst my book of the year is still the absolutely fabulous The Adventures of Amina al-Sirafi, by Shannon Chakraborty, a couple of other enjoyable reads are on the bedside table.

A Practical Guide to Conquering the World, by K.J.Parker, raised more than the odd smile as I leafed through its pages. A very enjoyable read that really digs into, and pokes fun at, the intriguing interactions between religion and governments, and the power of prophets. It’s the sort of fantasy book I love, that takes an idea and plays with it without breaking it.

My second book is The Ascent of the Goblin King by Rob Burman. This is a book written within the Kings of War (a tabletop wargame) universe. It is the tale of an ambitious goblin and his attempts to scramble up the rickety ladder of goblin society. It’s a debut novel and Rob does a great job with his little band of rambunctious, yet diminutive, anti-heroes. I’m halfway through so far, and really enjoying it. Returning to my post-holiday routine will cut down on the reading time, but I’ll definitely get this one finished.

So that’s it for now. Have a great week everyone, and maybe, just maybe, there’ll be another blog next week.