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Lyndsey Gollogly (2893 KP) rated Seraph ( Society book 9) in Books
Sep 28, 2022
176 of 230
Kindle
Seraph ( Society book 9)
By Mason Sabre
⭐️⭐️⭐️⭐️
Every angel knows that when guarding demons, never, ever leave them alone. Not even for a second …. Amongst the highest ranking in the angelic hierarchy and most revered of all angels, Nina is lucky to be able to call herself one of the Seraphim. She is indeed blessed. Or so she should have been …. Having been tasked with the job of guarding stones in which rogue demons are incarcerated, Nina is decidedly bored. She finds herself wishing for a more exciting life, a more challenging position. She longs to prove herself as a Seraph and earn more respect and veneration. So, when a chaos demon unexpectedly escapes his captivity, Nina takes it upon herself to hunt him down and bring him in on her own. Being subjected to rebuke from the senior ranking Seraphim, or worse, being seen as incompetent, is not an appealing notion. However, as she crosses over into the worldly realm and begins her quest, she discovers things are not as simple as she believed …. If you like fast-paced urban fantasy filled with terrifying demons, powerful angels and dark supernatural forces, then you’ll love the latest novella in Mason Sabre’s Society Series. Immerse yourself in this unusual paranormal world today.
I absolutely love this series! These side stories are so so good! Nina is brilliant I love that we are getting to know the angels now! Definitely a series I’d highly recommend!
Kindle
Seraph ( Society book 9)
By Mason Sabre
⭐️⭐️⭐️⭐️
Every angel knows that when guarding demons, never, ever leave them alone. Not even for a second …. Amongst the highest ranking in the angelic hierarchy and most revered of all angels, Nina is lucky to be able to call herself one of the Seraphim. She is indeed blessed. Or so she should have been …. Having been tasked with the job of guarding stones in which rogue demons are incarcerated, Nina is decidedly bored. She finds herself wishing for a more exciting life, a more challenging position. She longs to prove herself as a Seraph and earn more respect and veneration. So, when a chaos demon unexpectedly escapes his captivity, Nina takes it upon herself to hunt him down and bring him in on her own. Being subjected to rebuke from the senior ranking Seraphim, or worse, being seen as incompetent, is not an appealing notion. However, as she crosses over into the worldly realm and begins her quest, she discovers things are not as simple as she believed …. If you like fast-paced urban fantasy filled with terrifying demons, powerful angels and dark supernatural forces, then you’ll love the latest novella in Mason Sabre’s Society Series. Immerse yourself in this unusual paranormal world today.
I absolutely love this series! These side stories are so so good! Nina is brilliant I love that we are getting to know the angels now! Definitely a series I’d highly recommend!

Divine Ecstasy (Guardians of the Realms #8)
Book
The slave of demented Gods, Sacha knew only a life of anguish and suffering until she was reborn as...
Paranormal Erotica Romance

Midnight Hunt (Bonded By Blood Vampire Chronicles #3)
Book
Germany - 1636 Driven by the desire to have the true love she's experienced in her dreams, MONIKA...
Historical Paranormal Romance

Tom Sharp: The Man and the Legend
Book
TOM SHARP: The Man and the Legend (A Novel) is a fast-paced, hard-hitting, and carefully-woven...

Purple Phoenix Games (2266 KP) rated Quests & Cannons in Tabletop Games
May 17, 2021
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.

Phil Leader (619 KP) rated Art of Hunting (The Gravedigger Chronicles #2) in Books
Nov 8, 2019
I read the first installment of the Gravedigger Chronicles, Sea Of Ghosts a little while ago and the sheer imagination really grabbed my attention. While waiting for the second book I read Campbell's first trilogy and this confirmed a grasp for creating very different, if very dark, fantasy worlds.
The first book follows the story of Thomas Granger, ex-Colonel with the elite 'Gravediggers' army unit now the owner and warden of a decrepit prison in a world that is literally drowning. Humans share the world with the intelligent and long-lived Unmer, for centuries their slaves until a band of telepaths overthrew them. In revenge the Unmer seeded the sees with thousands of small bottles - icusae - which are constantly producing poisonous 'brine', making the seas toxic and raising the sea level.
Granger sets off on a quest to find is estranged daughter Ianthe - herself an incredibly powerful but blind telepath - and so we see this strange and often brutal world, meeting Briana Marks the arrogant head of the telepaths and Ethan Maskeleyne, metaphysicist and hunter of Unmer treasure.
The book ends cataclysmically with Ianthe all but destroying the telepaths' power with her mind and setting the trapped Unmer prince Marquetta free at the same time as her father - now with magical armour and sword - arrives to rescue her himself.
The second book carried straight on from the first, detailing the aftermath of the battle and the Unmer's plans to once again rule, beginning with Marquetta's plan to marry Ianthe. Granger is naturally suspicious of his motives towards his only daughter. Marquetta also needs to eliminate another Unmer lord, Conquillas, who has been hired as an assassin by Briana Marks to kill Marquetta and his uncle. Conquillas is an Unmer rebel who has studied war and hunting until it is an art form to him. Marquetta plans to eliminate him by challenging him to a tournament which is rigged so that Conquillas cannot survive.
Learning of the plans, Granger decides to leave his daughter and travel to find Conquillas and warn him. But soon he has more to worry about as his Unmer sword literally has a mind of its own. Meanwhile Maskeleyne is on his own quest to discover why the unfortunate people who have 'drowned' in the brine seas (but still have a sort of life) are bringing him keys.
As can be seen from the brief description above this is a complex book. Although the story is told from four viewpoints - Granger, Ianthe, Maskeleyne and Briana Marks - the bulk of the story is carried by Granger (on his own quest) and Ianthe (following with the Unmer). Granger is a terrific character - he is gruff and insentimental and is not always a sympathetic character. But he is also very driven and always sees the solution to anything as a straight line, regardless of any obstacles on that path he will just bulldoze straight through them. Ianthe is more subtle as a character because she is essentially tagging along with Marquetta and apart from the marriage plot doesn't really contribute very much.
The world they inhabit is excellent. This is a different kind of fantasy world. Rather than being stuck in medieval worlds as tends to be the case, there is a lot of technology. There are guns and gas cutting torches for example. Everything seems to be very very old and anything enchanted by the Unmer is as dangerous to the innocent wielder as their target.
After the first book it is interesting to see more of the Unmer in action. Marquetta is a proud and determined prince, his uncle fills the role of scheming manipulator well and it is not clear if Marquetta follows his uncle or is merely another pawn in the play. Conquillas is also well drawn for the few scenes he is in, the consumate warrior and hunter while still being otherworldly and cold towards the humans that he deals with. Maskeleyne also comes to the fore in this book after being something of a villain in the first book in this book he is not at odds with the other main characters and so is a much more rounded person rather than a cipher to explain Unmer artifacts and move the plot along.
Yes this is a hard read; the chapters are long (there are only 8 chapters in the book) which means it is a long time between breaks in the narrative and the start does take a long long time to get going although a lot of the information is vital in setting up the rest of the book. Once it gets going however it flows well. In fact I would say the tournament at the end was a little rushed - some more insight into the early rounds would have been interesting I think - but as the main point is to get the final showdown this can be excused.
Overall, a fantastic second part and I eagerly look forward the the third installment.
Rating: Some slight swearing and crude references
The first book follows the story of Thomas Granger, ex-Colonel with the elite 'Gravediggers' army unit now the owner and warden of a decrepit prison in a world that is literally drowning. Humans share the world with the intelligent and long-lived Unmer, for centuries their slaves until a band of telepaths overthrew them. In revenge the Unmer seeded the sees with thousands of small bottles - icusae - which are constantly producing poisonous 'brine', making the seas toxic and raising the sea level.
Granger sets off on a quest to find is estranged daughter Ianthe - herself an incredibly powerful but blind telepath - and so we see this strange and often brutal world, meeting Briana Marks the arrogant head of the telepaths and Ethan Maskeleyne, metaphysicist and hunter of Unmer treasure.
The book ends cataclysmically with Ianthe all but destroying the telepaths' power with her mind and setting the trapped Unmer prince Marquetta free at the same time as her father - now with magical armour and sword - arrives to rescue her himself.
The second book carried straight on from the first, detailing the aftermath of the battle and the Unmer's plans to once again rule, beginning with Marquetta's plan to marry Ianthe. Granger is naturally suspicious of his motives towards his only daughter. Marquetta also needs to eliminate another Unmer lord, Conquillas, who has been hired as an assassin by Briana Marks to kill Marquetta and his uncle. Conquillas is an Unmer rebel who has studied war and hunting until it is an art form to him. Marquetta plans to eliminate him by challenging him to a tournament which is rigged so that Conquillas cannot survive.
Learning of the plans, Granger decides to leave his daughter and travel to find Conquillas and warn him. But soon he has more to worry about as his Unmer sword literally has a mind of its own. Meanwhile Maskeleyne is on his own quest to discover why the unfortunate people who have 'drowned' in the brine seas (but still have a sort of life) are bringing him keys.
As can be seen from the brief description above this is a complex book. Although the story is told from four viewpoints - Granger, Ianthe, Maskeleyne and Briana Marks - the bulk of the story is carried by Granger (on his own quest) and Ianthe (following with the Unmer). Granger is a terrific character - he is gruff and insentimental and is not always a sympathetic character. But he is also very driven and always sees the solution to anything as a straight line, regardless of any obstacles on that path he will just bulldoze straight through them. Ianthe is more subtle as a character because she is essentially tagging along with Marquetta and apart from the marriage plot doesn't really contribute very much.
The world they inhabit is excellent. This is a different kind of fantasy world. Rather than being stuck in medieval worlds as tends to be the case, there is a lot of technology. There are guns and gas cutting torches for example. Everything seems to be very very old and anything enchanted by the Unmer is as dangerous to the innocent wielder as their target.
After the first book it is interesting to see more of the Unmer in action. Marquetta is a proud and determined prince, his uncle fills the role of scheming manipulator well and it is not clear if Marquetta follows his uncle or is merely another pawn in the play. Conquillas is also well drawn for the few scenes he is in, the consumate warrior and hunter while still being otherworldly and cold towards the humans that he deals with. Maskeleyne also comes to the fore in this book after being something of a villain in the first book in this book he is not at odds with the other main characters and so is a much more rounded person rather than a cipher to explain Unmer artifacts and move the plot along.
Yes this is a hard read; the chapters are long (there are only 8 chapters in the book) which means it is a long time between breaks in the narrative and the start does take a long long time to get going although a lot of the information is vital in setting up the rest of the book. Once it gets going however it flows well. In fact I would say the tournament at the end was a little rushed - some more insight into the early rounds would have been interesting I think - but as the main point is to get the final showdown this can be excused.
Overall, a fantastic second part and I eagerly look forward the the third installment.
Rating: Some slight swearing and crude references

Daniel Boyd (1066 KP) rated American Idiot by Green Day in Music
Nov 2, 2017
Soda Pop & Ritalin
For some reason people like to slag Green Day, they are the butt of a lot of punk music jokes and to be honest I do get why. I understand why people see their use of makeup and their whole zany persona as a farce and don’t take them seriously, but no matter what you think of them in general, it is hard to deny that their seventh album, ‘American Idiot,’ perfectly captured the zeitgeist at the time, especially in the US. The album was an unexpected maturation of any of the band’s previous efforts and capitalised on their potential. When Billie Joe Armstrong wrote the album, he chose to channel his feelings into a cast of various characters and use a concept album format to display the emotions he and his peers felt at the time. I would argue the fact that American Idiot is definitively a concept album, as it doesn’t actually tell a cohesive story with a beginning, middle and end, instead opting for the approach of latching on to a certain feeling, whether it be rage or love and assigning that to a specific character and then throwing all of these characters into the mixing pot together. We hear the album from the perspective of the protagonist in the story, Jesus Of Suburbia, a young man who is sick of a broken system and feels disillusioned and uninspired by everything that he sees around him. The reason that so many people felt this way at the time of this album’s release, 2004, was due to the Bush administration’s misguidance and outright lies and due to the fallout from the 9/11 terrorists attacks that has never really gone away in America since the incident occurred. So, fed up of his suburban, dead end town Jesus leaves home and begins a quest of self discovery that involves a great deal of substance abuse, which ends up leading to the creation of an alter ego residing in Jesus’ mind who calls himself Saint Jimmy. Think Tyler Durden in fight club, but if he had a Mohican and ear stretchers. Jimmy leads Jesus on the thinly veiled path to revolution, which simply turns out to be a path to self destruction and eventually when Jesus hits rock bottom, (just like Fight Club,) he forces Jimmy to commit suicide and rids his mind of him. At the end of the album though Jesus’ fate is left ambiguous, but what is clear is that his journey has taken its toll on him, which is signified by the fact that he forgets the name of the girl that he fell in and out of love with during his spiritual quest. This album perfectly captured the mindset of a generation of kids forgotten by the system that was put in place to help them grow. American Idiot gives the man on the street a well informed, unified voice and actually injects some form of leadership into the political and social landscape at the time, even if it probably isn’t the form of leadership that your parents had in mind, or the government had put in place for you. A wake up call that is essential and still relevant today, this album and its story and character carries the important message that we shouldn’t settle for any less than what we deserve and what we deserve is often a lot better than what we end up getting. This album is pretty much the American version of Never Mind The Bollocks.

Kaysee Hood (83 KP) rated Magnus Chase and the Ship of the Dead: Magnus Chase Series Book 3 in Books
Nov 30, 2017
Magnus & Alex (5 more)
Friendship
Big Banana
Chase Space
Percabeth
Pottery Barn
Dragon Dad (3 more)
Ragnarok
A Ship Made Out of Zombie Nails (Gross)
Abusive Dads
World Ending? Not again...
Stop the end of the world. Sounds easy enough, right?
How many times are children of the Gods going to have to do this before one of them has the foretold quest to alter it where life as we know it is not in peril?
Magnus Chase and his friends have to stop Loki, ensure Naglfar doesn't sail, and prevent Ragnarok. Oh, also all while fighting giants with pottery, getting Godly blood and spit mead from giants in the hopes it'll help Magnus in an insult contest with Loki, seeing if Granddad Njord's ex-wife will help them out or let them freeze like a pre-made dinner meal supermom prepared for someone else to pop in the oven. Did I mention Floor 19 Crew has to do all these tasks without dying because not being in Hotel Valhalla equals no responding to life in their rooms. No do overs. No second chances. Simply dead. Easy as pie.
To not spoil this for those of you who have yet to read book three I'll end my sum of The Ship of the Dead and continue on with my praise.
Though there is the question of the voices, if this is the last of Magnus Chase then I have to say I'm pleased with our trilogy of the Norse Gods. In Sword of Summer, Hammer of Thor, and now The Ship of the Dead we've had the characters fleshed out. We've seen them grown. We've witness them overcome personal trails and fight through fears (can we say good job Magnus for fighting wolves even though it is clearly a phobia?). This has proved even those waiting for their day of judgement for centuries can change who they are and accept things even if they are not okay with them.
Somehow in 400 pages that pasts of Halfborn, Mallory, and T.J. were laid out to be part of the main plot, but also show development of the characters and how their own lessons would help on the quest. We were actually able to learn how far they have come from who they were before they died, after death, and who they are now. It was even written how to show they are still learning their lessons and have things to overcome now, which is perfectly okay as long as they stay strong and levelheaded.
The daughters/son of Loki had to overcome their own fears of being good enough despite what poison their fathers have caused them to believe. Even Hearthstone has to return to face the curse over his family one more time. Even Magnus has a realization he has wroth and even if some may not see it, he does and so do his friends.
The Ship of the Dead seems to be about looking at your fears and flaws, realizing they are there, and having to make the choice what you will do about them. Will you allow them to take over your life? Or will you work to be a better person? Are you going to let one moment in the past ruin your future? Or will you take the lesson and forgive yourself, forgive someone else, and live the best life you can? Will you let a parents shortcomings decide how you live? Or will you choose to look beyond their views and become a better person than they are?
How many times are children of the Gods going to have to do this before one of them has the foretold quest to alter it where life as we know it is not in peril?
Magnus Chase and his friends have to stop Loki, ensure Naglfar doesn't sail, and prevent Ragnarok. Oh, also all while fighting giants with pottery, getting Godly blood and spit mead from giants in the hopes it'll help Magnus in an insult contest with Loki, seeing if Granddad Njord's ex-wife will help them out or let them freeze like a pre-made dinner meal supermom prepared for someone else to pop in the oven. Did I mention Floor 19 Crew has to do all these tasks without dying because not being in Hotel Valhalla equals no responding to life in their rooms. No do overs. No second chances. Simply dead. Easy as pie.
To not spoil this for those of you who have yet to read book three I'll end my sum of The Ship of the Dead and continue on with my praise.
Though there is the question of the voices, if this is the last of Magnus Chase then I have to say I'm pleased with our trilogy of the Norse Gods. In Sword of Summer, Hammer of Thor, and now The Ship of the Dead we've had the characters fleshed out. We've seen them grown. We've witness them overcome personal trails and fight through fears (can we say good job Magnus for fighting wolves even though it is clearly a phobia?). This has proved even those waiting for their day of judgement for centuries can change who they are and accept things even if they are not okay with them.
Somehow in 400 pages that pasts of Halfborn, Mallory, and T.J. were laid out to be part of the main plot, but also show development of the characters and how their own lessons would help on the quest. We were actually able to learn how far they have come from who they were before they died, after death, and who they are now. It was even written how to show they are still learning their lessons and have things to overcome now, which is perfectly okay as long as they stay strong and levelheaded.
The daughters/son of Loki had to overcome their own fears of being good enough despite what poison their fathers have caused them to believe. Even Hearthstone has to return to face the curse over his family one more time. Even Magnus has a realization he has wroth and even if some may not see it, he does and so do his friends.
The Ship of the Dead seems to be about looking at your fears and flaws, realizing they are there, and having to make the choice what you will do about them. Will you allow them to take over your life? Or will you work to be a better person? Are you going to let one moment in the past ruin your future? Or will you take the lesson and forgive yourself, forgive someone else, and live the best life you can? Will you let a parents shortcomings decide how you live? Or will you choose to look beyond their views and become a better person than they are?

Night Reader Reviews (683 KP) rated The Dark Prince: The Beginning in Books
Jan 10, 2020
Honest Review for Free Copy of Book
The Dark Prince by Kyle Jackson contains elves, both dark, and light (but not the kind that helps Santa), can be found as main characters in this story. There are also dwarves, gods, dragons, and fae. Demons from the lower planes even make large appearances at various times.
The first book in The Dark Prince series introduces readers to Prince Lexxendae Tal’ Dier, a half-dark elf and half demi-god. His mother is Xeron, a demi-goddess exiled to the mortal plane by the other gods due to her being cruel to humans. She ends up marrying the King of the dark elves and gives him three sons. Price Lexxendae is the eldest of the three princes but he wars with his other evil personality. With the help of Segromor, a necromancer, and a friend of his father, Lexxendae learns how to create a mental barrier to hold back his evil side.
Xeron frames Lexxendae for the murder of his father in an attempt to get Lexxendae out of her way in her quest for more power. Segromor saves Lexxendae and sets him on a great quest for a legendary weapon that can kill a god. While Lexxendae is on his journey and making some surprising new friends his brothers are reluctantly teaming up to fight a new evil that threatens the entire island. Xeron is slowly losing her mind and questioning her choices in turning away or destroying everyone who cared about her and tried to get close to her. Meanwhile, on the realm of the gods they are watching all this unfold on their human children and some are starting to talk of rebelling.
What I liked best was that while I thought the story would drop Lex’s mother in favor of Lex himself I was surprised to find it just branched off instead. Lex’s mother played an important role in the entire story. Also seeing what the Gods were thinking about regarding the events playing out on Earth was interesting. Even though the Gods sent Lex’s mother to Earth they still regularly watched her instead of just leaving the humans to our fate. What I did not like all that much was once Lex’s brothers go to war the book seriously begins to drag. Lex’s journey keeps its pace nicely yet the rest of the book seems to lose its speed. There were also numerous places where the tense of words was so wrong that it was extremely obvious, even to me.
The target readers for this book are teens and young adults who enjoy fantasy. Even though the story is about a Prince it is not a mushy love story in any way and it will interest most anyone. There is one minor sex scene that readers should be aware of. Overall I give this book a rating of 3 out of 4. This book contains all the elements of most fantasy stories. The plotline is strong while multiple branches are being told at the same time. The war slowing down the pace of the book and the errors that even I noticed is why I did not give the book a perfect score.
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The first book in The Dark Prince series introduces readers to Prince Lexxendae Tal’ Dier, a half-dark elf and half demi-god. His mother is Xeron, a demi-goddess exiled to the mortal plane by the other gods due to her being cruel to humans. She ends up marrying the King of the dark elves and gives him three sons. Price Lexxendae is the eldest of the three princes but he wars with his other evil personality. With the help of Segromor, a necromancer, and a friend of his father, Lexxendae learns how to create a mental barrier to hold back his evil side.
Xeron frames Lexxendae for the murder of his father in an attempt to get Lexxendae out of her way in her quest for more power. Segromor saves Lexxendae and sets him on a great quest for a legendary weapon that can kill a god. While Lexxendae is on his journey and making some surprising new friends his brothers are reluctantly teaming up to fight a new evil that threatens the entire island. Xeron is slowly losing her mind and questioning her choices in turning away or destroying everyone who cared about her and tried to get close to her. Meanwhile, on the realm of the gods they are watching all this unfold on their human children and some are starting to talk of rebelling.
What I liked best was that while I thought the story would drop Lex’s mother in favor of Lex himself I was surprised to find it just branched off instead. Lex’s mother played an important role in the entire story. Also seeing what the Gods were thinking about regarding the events playing out on Earth was interesting. Even though the Gods sent Lex’s mother to Earth they still regularly watched her instead of just leaving the humans to our fate. What I did not like all that much was once Lex’s brothers go to war the book seriously begins to drag. Lex’s journey keeps its pace nicely yet the rest of the book seems to lose its speed. There were also numerous places where the tense of words was so wrong that it was extremely obvious, even to me.
The target readers for this book are teens and young adults who enjoy fantasy. Even though the story is about a Prince it is not a mushy love story in any way and it will interest most anyone. There is one minor sex scene that readers should be aware of. Overall I give this book a rating of 3 out of 4. This book contains all the elements of most fantasy stories. The plotline is strong while multiple branches are being told at the same time. The war slowing down the pace of the book and the errors that even I noticed is why I did not give the book a perfect score.
https://www.facebook.com/nightreaderreviews