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The Queen's Consorts
The Queen's Consorts
Kele Moon | 2019
7
7.0 (1 Ratings)
Book Rating
“We should feel nothing toward her, yet I’m drawn to her– as powerfully as I’m drawn to you.”

If you’ve been reading Lover’s Quarrel reviews, then you know how much I love plot and character with my sex scenes. I mean, look at how much I hate The Doctor’s Slave compared to Mine for Tonight when they (very) roughly have the same concept. The scarcity of plot in erotica can be particularly vexing when I’m in the mood for a MMF threesome. (Doesn’t happen often, but even then I want some plot and good characters.)

The Queen’s Consorts definitely delivered. “In the days before the darkness the sun shone so brightly flowers grew right out of the ground,” Sari said softly. “Just like magic.”

Like everyone else on the planet of Auroria, Sari has never seen sunlight, and she never will unless the Queen returns to her Consorts and takes her proper place on the throne. But she doubts that will ever happen. After all, the young Queen has been missing since infancy, separated from her Consorts who were kept away from the world in the Sacred City, the palace in the Capital.

It took me a little bit to get used to Auroria. It’s common in this world for a woman to have two husbands, who will love and please her. With women so rare, they are valuable and meant to be cherished. Or they are meant to be extremely profitable sex slaves.

Sari resisted the urge to take Aria to a shelter, knowing there was usually a far worse fate than a life on the streets for young, unclaimed females. Being much more rare than males, if a girl was unfortunate enough to be orphaned and alone, they were usually seized for the underground sex market that was saturated with males.


Pretty crazy for a Queendom, where women are revered, huh? But it’s actually not a flaw. It just goes to show how out of whack everything is without the Queen there.

Unfortunately, the scarcity of women get Aria and Sari hunted down by a pack of teenaged boys, looking to make some quick money. Sari is able to fight them off enough for them to run, but she takes a bad beating. She only lives when a Sacred City guard recognizes her as a Rayian Sister. The guard takes her into the Sacred City, where she’s left to the care of the Consorts, Taryen and Calder, in their private chambers. After years of being abused by the Rayian Sisters, Taryen and Calder are used to only relying on and trusting each other. But it isn’t long before they realize Sari isn’t like the other Sisters.

Both Taryen and Calder are extremely sexy in their own way. Right away I had Taryen pegged as the kinder one who would freely love Sari first and Calder would take longer to learn to love and trust Sari.

“I want to care for her,” the other man said before his friend Calder could answer. “It’s not fair for her to suffer for misdeeds of others, Cal. I know you know that.”

“She’s Rayian, Taryen. Her needs will be the same as the rest of them.”

Calder is definitely the more wary of the two. He’s incredibly protective of Taryen, and he doesn’t trust Rayians for good reason. I knew he’d come around eventually, but for the time being I enjoyed Taryen’s amazingness. He was quick to take care of Sari, even at his own risk.

“She will be angry and inclined to punish if others of our sex have abused her.”

“That’s all right,” Taryen whispered a breath away from Sari. “I will bear their punishment for them if that’s what she needs to heal.”

Can I also just say that I love it when authors know that “alright” isn’t a word and they use the correct form? Good editing gets to me just as much as good characters.

If you’re thinking Taryen’s character is over the top and unrealistic, then you would be right. But that’s explained! He was born with a defect that makes him pure of heart. He’s unable to hold onto negative feelings and he’s incredibly selfless because of it. And damn, he’s pretty wonderful. Just perfectly wonderful.

Calder’s not pure of heart and like most people who have been sexually abused for years, he’s angry and resentful. The only person he trusts is Taryen. I was hoping for a long love story between him and Sari, honestly. He needs to work through trust issues, and even if he is attracted to her, he can’t bring himself to fall in love with a Rayian after what he’s been through. Right?

No.

Calder is wary of Sari… for like an hour. I know that the laws of nature have demanded that he love her and everything, but it was still too insta-love. Taryen is pure of heart and doesn’t have the emotional baggage Calder and Sari has. Of course Taryen is going to fall in love quicker. Calder, however, should have held out a little longer. I wanted one of them to take his time falling in love with her.

But I love Calder and Taryen together. They are beautiful without a doubt, and their love for each other actually made it really difficult for me to imagine them loving Sari just as much.

“Never treat me like one of them,” Calder growled as if the words themselves were hurting him. “I’m your lifemate. You’re allowed to take pleasure from me.”

Taryen’s groan was breathy in a way that betrayed his desire. “I’m sorry. It just slipped out.”

Don’t apologize.” Calder’s tone softened as his touch became gentle, his fingers tracing the line of Taryen’s jaw. “Just tell me what you want. Tell me what you think about when you’re with them. What thought makes it bearable?”

“I think of you.”

I was swooning in the college library when I read this. SWOONING!

I mean seriously, Calder and Taryen have way too much heat and love for me to handle. They alone can put the entire erotica industry to shame, let alone adding Sari into the mix. I mean, it’s like having both Sayid and Sawyer from Lost in all their sexiness.

My biggest problem with the story was the question of who the Queen was. After all, the Queen is the only woman the Consorts are supposed to be attracted to, she’s the same age as them, and because she was missing, she would be a Rayian without a clear past. And yet it’s not until over a third of the way through the book that Taryen and Calder figure out who she is. Seriously? It’s not like there are many Rayians running around who are their own age and have a clear past. It also irritates me that everyone believed Laysa when she claimed to be the Queen. Of course she would claim credit when the sun came back because she’s an opportunistic bitch. But if she was really the Queen, then wouldn’t she have brought the sun back when she started using the Consorts? Years ago?



The only other thing that bothered me was the sound effect when they were performing, um… fellatio. Whenever the action is completed, it’s completed with a soft popping sound. What the hell is that? That’s not sexy. No. Stop it. Sound effects are never appreciated in sex scenes.

But all in all, this book rocks. I loved the world of Auroria and the political war. The love story was fantastic, all things considered. And if you’re looking for a substantial erotica book with good writing and a well-developed plot, then you really need to check out The Queen’s Consorts.
  
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Purple Phoenix Games (2266 KP) rated Seasons in Tabletop Games

Jul 6, 2019 (Updated Nov 4, 2021)  
Seasons
Seasons
2012 | Card Game, Dice Game, Fantasy
I have mentioned before that I have a bad habit. Well several, but this one pertains to board games. You see, I once had a collection of games that I loved, but was pulled into the BGG Auctions and would engage in auctioning off many of games that I deemed of good return value. But then I would start to miss them. And then I would start to reacquire them. Then my wife stepped in and made me see how foolish I was to rid myself of them in the first place. Well, next up in this line is a game I recently reacquired and never should have let go in the first place – Seasons!

Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!


To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.

Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.

Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.


Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!

Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.

Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!