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Gareth von Kallenbach (980 KP) rated Encanto (2021) in Movies
Nov 15, 2021
In a magical area of Columbia surrounded by mountains; exists a magical town watched over by the Madrigal family. The family lives in a magical home that is the center point for the community and is loved by the community.
In the new Disney film “Encanto”; audiences are told the story of how the family patriarch founded the community with a magical candle and how upon reaching a certain age; all members of her family receive a “gift” from the magical house which gives them an ability to help the community. From being able to heal with cooking to talking to the animals and super strength; the family Madrigal is the beloved pillar of the community.
To every rule there is an exception and young Mirabel (Stephanie Beatriz); is the only member of her family not to receive a gift of powers. As such she is seen as a pariah from the family and believes she is more tolerated than loved especially compared to her siblings who are endowed with amazing abilities.
Things change when a new member of the family goes through the gifting ceremony; the first one since Mirabel was denied, and receives an amazing gift and basks in the love of the town and family. Mirabel has a vision of the house cracking and falling into ruin. She tries to warn her family but they see the house in its usual pristine condition and blame Mirabel for being jealous for not having a gift and wanting to take attention away from those who do.
Mirabel believes in what she saw and learns that members of her family may know more than they admit and that they hold the key to saving the day. This leads to a quest to find the absent Uncle Bruno (John Leguizamo); who has been absent as many believe his gift of prophecy only leads to bad things coming to fruition and has gone into hiding as a result.
Mirabel is soon forced to look deep inside herself and find her strength to overcome her own insecurities and save her family and community.
The film has great animation and is awash in color as it brings the magical community to life. The music is lively and is what you would expect from Lin- Manuel Miranda as it brings joy and energy to the film that is in keeping with the Disney tradition of amazing music in their animated films.
The biggest issue that I had with the film is that while fun and entertaining; the story never took the next step forward and at times dragged. This is not to say that “Encanto” is a bad film as it is lively, colorful, and fun; however it does not reach the heights of Disney classics like “Frozen” “Moana” and other classics. Think of it this way; “Lilo & Stitch” is a fine animated film but few would hold it in the same regard as “The Lion King”, “Beauty and the Beast”, and “The Little Mermaid”.
In the end “Encanto” offers a fun experience for the family and fans to enjoy and shows how even when they do not hit the top of the mountain; Disney is still the Gold Standard in animation.
4 stars out of 5
In the new Disney film “Encanto”; audiences are told the story of how the family patriarch founded the community with a magical candle and how upon reaching a certain age; all members of her family receive a “gift” from the magical house which gives them an ability to help the community. From being able to heal with cooking to talking to the animals and super strength; the family Madrigal is the beloved pillar of the community.
To every rule there is an exception and young Mirabel (Stephanie Beatriz); is the only member of her family not to receive a gift of powers. As such she is seen as a pariah from the family and believes she is more tolerated than loved especially compared to her siblings who are endowed with amazing abilities.
Things change when a new member of the family goes through the gifting ceremony; the first one since Mirabel was denied, and receives an amazing gift and basks in the love of the town and family. Mirabel has a vision of the house cracking and falling into ruin. She tries to warn her family but they see the house in its usual pristine condition and blame Mirabel for being jealous for not having a gift and wanting to take attention away from those who do.
Mirabel believes in what she saw and learns that members of her family may know more than they admit and that they hold the key to saving the day. This leads to a quest to find the absent Uncle Bruno (John Leguizamo); who has been absent as many believe his gift of prophecy only leads to bad things coming to fruition and has gone into hiding as a result.
Mirabel is soon forced to look deep inside herself and find her strength to overcome her own insecurities and save her family and community.
The film has great animation and is awash in color as it brings the magical community to life. The music is lively and is what you would expect from Lin- Manuel Miranda as it brings joy and energy to the film that is in keeping with the Disney tradition of amazing music in their animated films.
The biggest issue that I had with the film is that while fun and entertaining; the story never took the next step forward and at times dragged. This is not to say that “Encanto” is a bad film as it is lively, colorful, and fun; however it does not reach the heights of Disney classics like “Frozen” “Moana” and other classics. Think of it this way; “Lilo & Stitch” is a fine animated film but few would hold it in the same regard as “The Lion King”, “Beauty and the Beast”, and “The Little Mermaid”.
In the end “Encanto” offers a fun experience for the family and fans to enjoy and shows how even when they do not hit the top of the mountain; Disney is still the Gold Standard in animation.
4 stars out of 5

Heather Cranmer (2721 KP) rated The Children on the Hill in Books
Jul 28, 2022
I read Jennifer McMahon's book The Invited and liked it, so when I read the synopsis for her new book, The Children on the Hill, I was well intrigued. I decided to give it a read and ended up liking it.
The plot of The Children on the Hill definitely piqued my interest. The book switches between two different years. I was drawn into each time frame. I felt like I was right beside each narrator as their story was being told. Most of the story takes place in Vermont, and I felt that through McMahon's writing, I was transported to each location in Vermont. I was interested in Vi's and Eric's monsters. I also was rooting for Vi to solve Lily's mystery of where she came from. I wanted to know what Gran's secret was for being super successful. I had to know more. This book left no cliff hangars, and I was glad that all my questions were answered. I would have liked to know more about certain characters such as where they came from, but I understand why the author didn't include it in the book. There are a couple of big plot twists in The Children on the Hill. I guessed one right before it was mentioned, but I really didn't see the other one coming. (Kudos to Jennifer McMahon on that!) As for the pacing, there were times that it slowed down to the point where I would get a little bored and take a break. However, the pacing would quickly pick back up. In the last quarter or so of the book, the pacing is done brilliantly, and I didn't want to put the book down at all!
I enjoyed the characters from The Children on the Hill. McMahon did a fabulous job with making each and every character feel realistic instead of make believe. Violet was such a vibrant child, and I enjoyed reading about her quest for knowledge no matter the cost. She was definitely quite the detective! Lily was an enigma that I couldn't figure out at first, but I really liked reading about her. It was interesting to watch her grow each day around Vi and Eric. Lizzy was also a likeable character, and I admired how determined she was to find her sister and solve the mysteries of the missing girls. Gran/Dr. Hildreth came across as a sweet old woman, but I always suspected she was up to something. I had my reservations about her, so I enjoyed reading to find out if my suspicions were correct. McMahon did an excellent job presenting Gran/Dr. Hildreth as a sweet grandmotherly type to Eric and Vi.
Trigger warnings for The Children on the Hill include some profanity, murder, violence, torture, kidnapping, and gaslighting.
All in all, The Children on the Hill is a book with a solid plot featuring a small cast of characters that are interesting to read about and how far they'll go for their cause. The plot will leave you guessing as you try to make it all make sense (though everything will be explained by the end of the book). I would absolutely recommend The Children on the Hill by Jennifer McMahon to those aged 17+ who love trying to figure out a thrilling mystery. This is one book you'll definitely want to pick up!
The plot of The Children on the Hill definitely piqued my interest. The book switches between two different years. I was drawn into each time frame. I felt like I was right beside each narrator as their story was being told. Most of the story takes place in Vermont, and I felt that through McMahon's writing, I was transported to each location in Vermont. I was interested in Vi's and Eric's monsters. I also was rooting for Vi to solve Lily's mystery of where she came from. I wanted to know what Gran's secret was for being super successful. I had to know more. This book left no cliff hangars, and I was glad that all my questions were answered. I would have liked to know more about certain characters such as where they came from, but I understand why the author didn't include it in the book. There are a couple of big plot twists in The Children on the Hill. I guessed one right before it was mentioned, but I really didn't see the other one coming. (Kudos to Jennifer McMahon on that!) As for the pacing, there were times that it slowed down to the point where I would get a little bored and take a break. However, the pacing would quickly pick back up. In the last quarter or so of the book, the pacing is done brilliantly, and I didn't want to put the book down at all!
I enjoyed the characters from The Children on the Hill. McMahon did a fabulous job with making each and every character feel realistic instead of make believe. Violet was such a vibrant child, and I enjoyed reading about her quest for knowledge no matter the cost. She was definitely quite the detective! Lily was an enigma that I couldn't figure out at first, but I really liked reading about her. It was interesting to watch her grow each day around Vi and Eric. Lizzy was also a likeable character, and I admired how determined she was to find her sister and solve the mysteries of the missing girls. Gran/Dr. Hildreth came across as a sweet old woman, but I always suspected she was up to something. I had my reservations about her, so I enjoyed reading to find out if my suspicions were correct. McMahon did an excellent job presenting Gran/Dr. Hildreth as a sweet grandmotherly type to Eric and Vi.
Trigger warnings for The Children on the Hill include some profanity, murder, violence, torture, kidnapping, and gaslighting.
All in all, The Children on the Hill is a book with a solid plot featuring a small cast of characters that are interesting to read about and how far they'll go for their cause. The plot will leave you guessing as you try to make it all make sense (though everything will be explained by the end of the book). I would absolutely recommend The Children on the Hill by Jennifer McMahon to those aged 17+ who love trying to figure out a thrilling mystery. This is one book you'll definitely want to pick up!

Purple Phoenix Games (2266 KP) rated Shadows of Kilforth: A Fantasy Quest Game in Tabletop Games
Sep 3, 2020
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.

Hazel (1853 KP) rated Where the Wild Winds are: Walking Europe's Winds from the Pennines to Provence in Books
Sep 26, 2017
Fantastic, beautifully written book
I received this book for free through Goodreads First Reads.
From the moment the great storm of 1987 almost blew six-year-old Nick Hunt away, he has had the urge to travel. So many travel books are on the market, it is difficult to produce something new and exciting, but after coming across an interesting map of Europe, Hunt was determined to go on a journey that not many have attempted before. With a map listing the named winds of Europe, Hunt sets off on a quixotic quest to follow the winds.
Beginning in the Pennine Mountains, Nick Hunt takes the reader on a personal journey through the continent as he explores the towns and valleys the winds flow through whilst hoping the elusive tempests will occur so that he can experience them himself. With a mix of euphoria and disappointment, Hunt details his arduous journey providing additional knowledge along the way.
Some winds are more evanescent than others – one, discouragingly, not appearing at all – whereas one is so strong, Hunt witnesses a waterfall being blown upwards. Ignoring the warnings of the locals, Hunt, dead set on completing what he intended to do, takes us on a long walk from Italy to Croatia, a trek through the Alpine valleys of Switzerland, and a final expedition to the south of France.
Wind may seem like an odd topic to write a book about, but the Helm, Bora, Foehn and Mistral are no ordinary breezes. Their violence makes Hunt’s journey a dangerous and daring endeavour and is full of stories about past disasters that have occurred as a result of the strong, temperamental weather.
As well as teaching us about these four winds, Nick Hunt has collected facts and stories about the general areas he passes through. Personal stories of the inhabitants break up Hunt’s narrative, however, myths, legends, history and superstitions frequent the lengthy chapters as much as the winds themselves.
Giving wind a name provides it with a personality, as though it is something tangible that can be met and observed. Nick Hunt notes that artists such as Turner and Constable were interested in the weather and fascinated by the effects the wind had on the surrounding landscape. Another artist that was affected by the weather was Vincent Van Gogh - some of his paintings took place in France in the midst of the powerful Mistral. Just as the wind can be seen in his starry night skies, the scenery in France is evocative of a Van Gogh painting.
The winds do not only affect the lands they blow through, they have a strong impact on the wellbeing of the inhabitants. Some experience physical symptoms such as headaches, nose bleeds, dry skin and so forth, whereas others find themselves growing irritable, depressed and confused. The author himself has the opportunity to undergo the effects of these winds. Hunt also puts forward the suggestion that Van Gogh’s deteriorating mental health was a direct consequence of residing in the path of the Mistral.
From witchcraft to the Greek god Aeolus, there are a number of theories about why these strong winds blow. There are, of course, meteorological explanations, which Hunt attempts to explain, but admits he finds it as baffling as the next person. Regardless of the reason, these winds exist and it is captivating to learn about this aspect of Europe.
Where the Wild Winds Are: Walking Europe’s Winds from the Pennines to Provence is a fantastic, beautifully written book. Nick Hunt’s narrative is so personal that it becomes more than a travel documentation or informative non-fiction. As we read, we really get a sense of the emotions and physical hardship Hunt experienced, yet, at the same time, learn so much about European culture as well as, of course, Europe’s winds. Whether or not you are interested in travelling, this book will take you on a journey you will never forget.
From the moment the great storm of 1987 almost blew six-year-old Nick Hunt away, he has had the urge to travel. So many travel books are on the market, it is difficult to produce something new and exciting, but after coming across an interesting map of Europe, Hunt was determined to go on a journey that not many have attempted before. With a map listing the named winds of Europe, Hunt sets off on a quixotic quest to follow the winds.
Beginning in the Pennine Mountains, Nick Hunt takes the reader on a personal journey through the continent as he explores the towns and valleys the winds flow through whilst hoping the elusive tempests will occur so that he can experience them himself. With a mix of euphoria and disappointment, Hunt details his arduous journey providing additional knowledge along the way.
Some winds are more evanescent than others – one, discouragingly, not appearing at all – whereas one is so strong, Hunt witnesses a waterfall being blown upwards. Ignoring the warnings of the locals, Hunt, dead set on completing what he intended to do, takes us on a long walk from Italy to Croatia, a trek through the Alpine valleys of Switzerland, and a final expedition to the south of France.
Wind may seem like an odd topic to write a book about, but the Helm, Bora, Foehn and Mistral are no ordinary breezes. Their violence makes Hunt’s journey a dangerous and daring endeavour and is full of stories about past disasters that have occurred as a result of the strong, temperamental weather.
As well as teaching us about these four winds, Nick Hunt has collected facts and stories about the general areas he passes through. Personal stories of the inhabitants break up Hunt’s narrative, however, myths, legends, history and superstitions frequent the lengthy chapters as much as the winds themselves.
Giving wind a name provides it with a personality, as though it is something tangible that can be met and observed. Nick Hunt notes that artists such as Turner and Constable were interested in the weather and fascinated by the effects the wind had on the surrounding landscape. Another artist that was affected by the weather was Vincent Van Gogh - some of his paintings took place in France in the midst of the powerful Mistral. Just as the wind can be seen in his starry night skies, the scenery in France is evocative of a Van Gogh painting.
The winds do not only affect the lands they blow through, they have a strong impact on the wellbeing of the inhabitants. Some experience physical symptoms such as headaches, nose bleeds, dry skin and so forth, whereas others find themselves growing irritable, depressed and confused. The author himself has the opportunity to undergo the effects of these winds. Hunt also puts forward the suggestion that Van Gogh’s deteriorating mental health was a direct consequence of residing in the path of the Mistral.
From witchcraft to the Greek god Aeolus, there are a number of theories about why these strong winds blow. There are, of course, meteorological explanations, which Hunt attempts to explain, but admits he finds it as baffling as the next person. Regardless of the reason, these winds exist and it is captivating to learn about this aspect of Europe.
Where the Wild Winds Are: Walking Europe’s Winds from the Pennines to Provence is a fantastic, beautifully written book. Nick Hunt’s narrative is so personal that it becomes more than a travel documentation or informative non-fiction. As we read, we really get a sense of the emotions and physical hardship Hunt experienced, yet, at the same time, learn so much about European culture as well as, of course, Europe’s winds. Whether or not you are interested in travelling, this book will take you on a journey you will never forget.

Hazel (1853 KP) rated How to Stop Time in Books
Jun 30, 2017
Favourite book of 2017 so far
This eBook was provided by the publisher via NetGalley in exchange for an honest review
All the world’s a stage/And all the men and women merely players/They have their exits and their entrances/And one man in his time plays many parts …
How to Stop Time is British author Matt Haig’s latest novel, and a very interesting one it is, too. In the present day, Tom Hazard is a 40-something-looking man who has landed himself with the position of history teacher at a comprehensive school in Tower Hamlets. Despite not having any formal training, Tom is the perfect candidate for the position because, despite his looks, he is 439 years old. But, that is a secret that no one must ever discover.
The book jumps back and forth between the current time period and flashbacks to various events during Tom’s extensive past. Born in 1581, Tom has experienced a great part of British history and major events around the world. Constantly changing his name and identification, he moved around the world, switching locations whenever people began to get suspicious of his never-aging body.
After a couple of centuries, Tom met a man with the same condition as himself, who revealed that there were many people in the same predicament. Promising to be able to help keep him safe, the stranger coerces Tom into a union called the Albatross Society. There are many rules and conditions to follow, however, the most important advice is to never fall in love. Unfortunately, Tom has already done this.
In London 1623, Tom met the love of his life, Rose, who he eventually married and with whom he had a daughter. Although Tom does age, it is at the rate of one year every 15; therefore he eventually had to leave his family in order to keep them safe. However, his daughter Marion has inherited his condition and Tom spends his subsequent years trying to find her. With promises to help him on his quest, Tom reluctantly joins the Albatross Society, despite their questionable ways.
All Tom wants is to be able to lead a normal life, yet the narrative reveals how impossible this has been, both in the past and now in the present. From Elizabethan England to Elizabeth II’s reign, Tom lives through several monarchs, wars, colloquial changes, industrialisation, sanitisation of comestibles, and the introduction of digital technology. Without the added pressure of keeping his true identity disguised, it is very interesting to experience historical events through the eyes of the protagonist.
The ending, unfortunately, does not quite satisfy the growing excitement and interest of the rest of the novel. Important things happen too quickly, making it confusing to understand the main storyline. The majority of the story appears to only be setting the scene for the final couple of chapters, but as this is so fascinating, there cannot be too much complaint.
Presuming that Haig has done his research and that the historical periods are factually correct, How to Stop Time is as educational as it is entertaining. History lovers will enjoy reading about famous people such as Shakespeare and Charlie Chaplin, as well as getting an insight into the daily lives of past societies. Most importantly, Tom is a captivating character, who, despite having lived for four centuries, is still as socially awkward as the best of us.
How to Stop Time contains a fantastic concept about the progression of time and aging, but its most poignant point is the emphasis on finding and being you. Change is an inevitable certainty, as witnessed by Tom whose current world looks nothing like his memories. Although people must adapt to the on-going changes, living how you want is more important than adjusting to fit in with everyone else. In essence, do not be afraid to let the world see your true self.
All the world’s a stage/And all the men and women merely players/They have their exits and their entrances/And one man in his time plays many parts …
How to Stop Time is British author Matt Haig’s latest novel, and a very interesting one it is, too. In the present day, Tom Hazard is a 40-something-looking man who has landed himself with the position of history teacher at a comprehensive school in Tower Hamlets. Despite not having any formal training, Tom is the perfect candidate for the position because, despite his looks, he is 439 years old. But, that is a secret that no one must ever discover.
The book jumps back and forth between the current time period and flashbacks to various events during Tom’s extensive past. Born in 1581, Tom has experienced a great part of British history and major events around the world. Constantly changing his name and identification, he moved around the world, switching locations whenever people began to get suspicious of his never-aging body.
After a couple of centuries, Tom met a man with the same condition as himself, who revealed that there were many people in the same predicament. Promising to be able to help keep him safe, the stranger coerces Tom into a union called the Albatross Society. There are many rules and conditions to follow, however, the most important advice is to never fall in love. Unfortunately, Tom has already done this.
In London 1623, Tom met the love of his life, Rose, who he eventually married and with whom he had a daughter. Although Tom does age, it is at the rate of one year every 15; therefore he eventually had to leave his family in order to keep them safe. However, his daughter Marion has inherited his condition and Tom spends his subsequent years trying to find her. With promises to help him on his quest, Tom reluctantly joins the Albatross Society, despite their questionable ways.
All Tom wants is to be able to lead a normal life, yet the narrative reveals how impossible this has been, both in the past and now in the present. From Elizabethan England to Elizabeth II’s reign, Tom lives through several monarchs, wars, colloquial changes, industrialisation, sanitisation of comestibles, and the introduction of digital technology. Without the added pressure of keeping his true identity disguised, it is very interesting to experience historical events through the eyes of the protagonist.
The ending, unfortunately, does not quite satisfy the growing excitement and interest of the rest of the novel. Important things happen too quickly, making it confusing to understand the main storyline. The majority of the story appears to only be setting the scene for the final couple of chapters, but as this is so fascinating, there cannot be too much complaint.
Presuming that Haig has done his research and that the historical periods are factually correct, How to Stop Time is as educational as it is entertaining. History lovers will enjoy reading about famous people such as Shakespeare and Charlie Chaplin, as well as getting an insight into the daily lives of past societies. Most importantly, Tom is a captivating character, who, despite having lived for four centuries, is still as socially awkward as the best of us.
How to Stop Time contains a fantastic concept about the progression of time and aging, but its most poignant point is the emphasis on finding and being you. Change is an inevitable certainty, as witnessed by Tom whose current world looks nothing like his memories. Although people must adapt to the on-going changes, living how you want is more important than adjusting to fit in with everyone else. In essence, do not be afraid to let the world see your true self.

Paul Kellett (118 KP) rated Secrets of the Lost Tomb in Tabletop Games
May 1, 2019
Great stories (2 more)
Exciting gameplay
Great solo game with 1 hero
Rules are a little clunky in places (1 more)
Lots of little tokens to track everything
An Indiana Jones style adventure
Have you ever wanted to be Indiana Jones? Well now you can. Secrets of the Lost Tomb is an epic action adventure game in the style of 1930's pulp fiction.
Almost like a cross between Descent and Betrayal at the House on the Hill, you build the dungeon one tile at a time (from a large stack of room tiles) as you explore 3 levels trying to get to and defeat the boss and retrieve the quest item before the time track runs out.
All the creatures and events are automated making this a fully co-op game and action points are distributed evenly between the adventurers. There is also a special solo only character with a bunch of companions so you can play without having to take control of multiple characters if you wish.
I have now played through all the scenarios several times and this game is still on the top of My dungeon crawl list, it really does everything I wanted. With the base game and 7 expansions, there is a HUGE amount of content as well as rules to combine everything into a full campaign with character progression.
The scenarios are much more varied and interesting than other dungeon crawls. One mission you could be trying to stop a long dead pharaoh from coming back and spreading his evil in the world while the next mission might see you trying to stop Russian commandos from stealing Captain Nemo's submarine, The Nautilus. Each scenario has a 1930s pulp fiction feel to it and, despite the occasional typo, are very well written and thought out.
The scenarios have an introduction which sets the scene, a setup guide that tells you what tiles, creatures and items are specific to the story and need to be set aside and the win/lose conditions. There then follows a series of numbered sections which serve as chapters in the story. These are triggered by various events, normally by discovering room tiles with specific icons on them or by the comet track (which is the game's timer) hitting a certain point. This is a great feature and is easy to follow. I much prefer this to the way the quests are laid out in Descent 2e.
The scenarios are long and so far have taken nearly twice the specified amount of time as listed. That said, you are so immersed in the story and exploring the tomb, the game never feels like it is dragging or outstaying it's welcome. You just need to budget for 3-4 hours of play time per story although this does come down once you are familiar with the rules.
Yes, there are a lot of tokens and stats to keep track of, but I wouldn't say it detracts from the game or the feeling of immersion, especially after the first game or two and the fact that each player takes one action at a time going round the table until all actions have been taken means that there is less downtime than other games.
The AI is very well done with creatures moving and attacking the player with the most soul tokens (gained by killing creatures) so the most dangerous character will be the main focus of the enemy and you can plan your turn to have the right people positioned where they will be best protected/best used.
This is by far the best and most immersive dungeon crawl I've played and really has knocked Descent off as My go-to game of this genre.
Find out more about Secrets of the Lost Tomb and more at Everything Epic Games
Almost like a cross between Descent and Betrayal at the House on the Hill, you build the dungeon one tile at a time (from a large stack of room tiles) as you explore 3 levels trying to get to and defeat the boss and retrieve the quest item before the time track runs out.
All the creatures and events are automated making this a fully co-op game and action points are distributed evenly between the adventurers. There is also a special solo only character with a bunch of companions so you can play without having to take control of multiple characters if you wish.
I have now played through all the scenarios several times and this game is still on the top of My dungeon crawl list, it really does everything I wanted. With the base game and 7 expansions, there is a HUGE amount of content as well as rules to combine everything into a full campaign with character progression.
The scenarios are much more varied and interesting than other dungeon crawls. One mission you could be trying to stop a long dead pharaoh from coming back and spreading his evil in the world while the next mission might see you trying to stop Russian commandos from stealing Captain Nemo's submarine, The Nautilus. Each scenario has a 1930s pulp fiction feel to it and, despite the occasional typo, are very well written and thought out.
The scenarios have an introduction which sets the scene, a setup guide that tells you what tiles, creatures and items are specific to the story and need to be set aside and the win/lose conditions. There then follows a series of numbered sections which serve as chapters in the story. These are triggered by various events, normally by discovering room tiles with specific icons on them or by the comet track (which is the game's timer) hitting a certain point. This is a great feature and is easy to follow. I much prefer this to the way the quests are laid out in Descent 2e.
The scenarios are long and so far have taken nearly twice the specified amount of time as listed. That said, you are so immersed in the story and exploring the tomb, the game never feels like it is dragging or outstaying it's welcome. You just need to budget for 3-4 hours of play time per story although this does come down once you are familiar with the rules.
Yes, there are a lot of tokens and stats to keep track of, but I wouldn't say it detracts from the game or the feeling of immersion, especially after the first game or two and the fact that each player takes one action at a time going round the table until all actions have been taken means that there is less downtime than other games.
The AI is very well done with creatures moving and attacking the player with the most soul tokens (gained by killing creatures) so the most dangerous character will be the main focus of the enemy and you can plan your turn to have the right people positioned where they will be best protected/best used.
This is by far the best and most immersive dungeon crawl I've played and really has knocked Descent off as My go-to game of this genre.
Find out more about Secrets of the Lost Tomb and more at Everything Epic Games

Movie Metropolis (309 KP) rated Thor: Ragnarok (2017) in Movies
Jun 10, 2019 (Updated Jun 10, 2019)
Utterly preposterous
Thor is arguably one of Marvel’s strongest characters. Played by the superb Chris Hemsworth since 2011, the God of thunder is one of the MCUs most popular assets.
It’s unfortunate then that he’s been lambasted with the weakest solo films of the entire series, the son of Odin really has deserved much better.
Thor’s inception in the first of his three solo outings was a competent if unremarkable origins story and the less said about Thor: The Dark World, which remains the poorest film of the entire MCU, the better. Now, just in time for Infinity War,Thor: Ragnarok rolls into cinemas. But does it do its leading man justice?Imprisoned on the other side of the universe, the mighty Thor (Hemsworth) finds himself in a deadly gladiatorial contest that pits him against the Hulk (Bruce Banner), his former ally and fellow Avenger. Thor’s quest for survival leads him in a race against time to prevent the all-powerful goddess of death, Hela, (Cate Blanchett) from destroying his home world and the Asgardian civilisation.
This third film for our mighty Avenger is really something. A film more akin to Guardians of the Galaxy than its overly stuffy predecessors. Director Taika Waititi in his first big-budget feature has managed what many had thought was impossible, he’s given Thor a rather brilliant movie.
But how? Well, he’s realised what no-one else has. The premise surrounding our titular hero is utterly ridiculous. Rather than shy away from that and create something serious, he’s embraced it with humour, music and my goodness, a lot of colour.
If you thought Guardians of the Galaxy used every colour on the spectrum, you ain’t seen nothing yet. Thor: Ragnarok is quite something to watch. From the gold-tipped spears of Asgard that glisten like never before, to the trash-topped planet of Sakaar, everything is dripping in colour.
“Casting Goldblum in the role of an immortal game-player really is an inspired choice.”
Speaking of Sakaar, it contains one of the MCUs best new additions: Jeff Goldbum. Sorry, I mean the Grandmaster. Casting Goldblum in the role of an immortal game-player really is an inspired choice. The 65-year-old legend has made a career on playing himself and it works exceptionally well here. His improvisation is absolutely spot on.
Ragnarok throws up a few other surprises too. One being that Chris Hemsworth is absolutely hilarious. He and Tom Hiddleston bounce off each other incredibly well and we see real chemistry – the chemistry that should have been evident from the start. Cate Blanchett also turns the cheese up to 11 as the latest throwaway Marvel villain, Hela.
She fares better than the majority of Marvel villains and is certainly more interesting than Christopher Eccelston’s, Malekith, but they never quite make the impact that the scriptwriters were clearly looking for. Nevertheless, Blanchett is excellent.
Thankfully, Thor: Ragnarok doesn’t suffer from the absence of Natalie Portman’s dull Jane Foster, and though she is referenced early on, newcomer Tessa Thompson as Valkyrie provides a fitting replacement and possible future love-interest for our intrepid hero.
Unfortunately, it’s not all good news. Surprisingly the first 30 minutes feel incredibly rushed as numerous loose storylines are brought together and the improvised nature of the script lends itself to a little too much humour. Yes, we get it, Marvel films are funny, but this should not be at the expense of the more emotional sequences that the movie tries to put across.
Nevertheless, Thor: Ragnarok is a resounding success, created by a man who clearly has a passion for this corner of the MCU. He manages to make an absolutely preposterous film – and that’s exactly how Thor should be. Take a bow Mr. Waititi.
A little tip – there are two end credit sequences waiting for you. You’re welcome.
https://moviemetropolis.net/2017/10/26/thor-ragnarok-review/
It’s unfortunate then that he’s been lambasted with the weakest solo films of the entire series, the son of Odin really has deserved much better.
Thor’s inception in the first of his three solo outings was a competent if unremarkable origins story and the less said about Thor: The Dark World, which remains the poorest film of the entire MCU, the better. Now, just in time for Infinity War,Thor: Ragnarok rolls into cinemas. But does it do its leading man justice?Imprisoned on the other side of the universe, the mighty Thor (Hemsworth) finds himself in a deadly gladiatorial contest that pits him against the Hulk (Bruce Banner), his former ally and fellow Avenger. Thor’s quest for survival leads him in a race against time to prevent the all-powerful goddess of death, Hela, (Cate Blanchett) from destroying his home world and the Asgardian civilisation.
This third film for our mighty Avenger is really something. A film more akin to Guardians of the Galaxy than its overly stuffy predecessors. Director Taika Waititi in his first big-budget feature has managed what many had thought was impossible, he’s given Thor a rather brilliant movie.
But how? Well, he’s realised what no-one else has. The premise surrounding our titular hero is utterly ridiculous. Rather than shy away from that and create something serious, he’s embraced it with humour, music and my goodness, a lot of colour.
If you thought Guardians of the Galaxy used every colour on the spectrum, you ain’t seen nothing yet. Thor: Ragnarok is quite something to watch. From the gold-tipped spears of Asgard that glisten like never before, to the trash-topped planet of Sakaar, everything is dripping in colour.
“Casting Goldblum in the role of an immortal game-player really is an inspired choice.”
Speaking of Sakaar, it contains one of the MCUs best new additions: Jeff Goldbum. Sorry, I mean the Grandmaster. Casting Goldblum in the role of an immortal game-player really is an inspired choice. The 65-year-old legend has made a career on playing himself and it works exceptionally well here. His improvisation is absolutely spot on.
Ragnarok throws up a few other surprises too. One being that Chris Hemsworth is absolutely hilarious. He and Tom Hiddleston bounce off each other incredibly well and we see real chemistry – the chemistry that should have been evident from the start. Cate Blanchett also turns the cheese up to 11 as the latest throwaway Marvel villain, Hela.
She fares better than the majority of Marvel villains and is certainly more interesting than Christopher Eccelston’s, Malekith, but they never quite make the impact that the scriptwriters were clearly looking for. Nevertheless, Blanchett is excellent.
Thankfully, Thor: Ragnarok doesn’t suffer from the absence of Natalie Portman’s dull Jane Foster, and though she is referenced early on, newcomer Tessa Thompson as Valkyrie provides a fitting replacement and possible future love-interest for our intrepid hero.
Unfortunately, it’s not all good news. Surprisingly the first 30 minutes feel incredibly rushed as numerous loose storylines are brought together and the improvised nature of the script lends itself to a little too much humour. Yes, we get it, Marvel films are funny, but this should not be at the expense of the more emotional sequences that the movie tries to put across.
Nevertheless, Thor: Ragnarok is a resounding success, created by a man who clearly has a passion for this corner of the MCU. He manages to make an absolutely preposterous film – and that’s exactly how Thor should be. Take a bow Mr. Waititi.
A little tip – there are two end credit sequences waiting for you. You’re welcome.
https://moviemetropolis.net/2017/10/26/thor-ragnarok-review/

Kristy H (1252 KP) rated Paper Ghosts in Books
Jun 4, 2018
Odd, creepy thriller
Carl Feldman was a famous photographer whose photos were well-known and whose books sold around the country. Then, he was tried--and acquitted--for the murder of a young mother. Now he lives in a home for wayward folks and criminals with dementia. Supposedly his mind is going, and there's much he doesn't remember about his past. There are tremors in his arm and gaps in his past. But each week a young woman visits, claiming to be his daughter. Eventually, she shows up to take Carl on a trip. But this isn't a father/daughter bonding ritual. She's convinced Carl knows what happened to her sister, Rachel, who disappeared when she was twelve and Rachel nineteen. She's spent years accumulating clues and evidence that point squarely to Carl's guilt--including his own photographs. How much does Carl really remember about those years? And how much is she at risk driving into Texas with a potential killer?
This was really different and odd book--not necessarily in a bad way, but it takes some getting used to and it's hard to explain, especially without spoiling anything. Our characters are few, with a focus on our female protagonist (who isn't named until the end of the book, so I won't name her here) and Carl. Both come alive through Heaberlin's well-written words, but neither are easy to like at times. Our main character is on a quest--one she's been on from the moment Rachel disappeared: to figure out what happened to her beloved sister. Her drive and desperation seep through the pages, and she's a fascinating and dynamic character, if not always a sympathetic or reliable one.
Yet she's completely lovable next to Carl, a potential serial killer who could be whispering to ghosts or plotting to kill her--it's so hard for us to know. What's so intriguing about this book is the bond to the two form as they drive across Texas, whose landscape becomes almost a third character in the novel. While at times I felt the plot dip and drag a bit, wondering where things were going, other times I was struck by the amazing dynamic Heaberlin created between the two. So much of the book is just Carl and our main character, alone in a vehicle in Texas, and it's very interesting, honestly, how she kept that interesting!
The book is creepy and tense at times, with Carl's behavior coming across as spooky and a layer of distrust covering the whole book. Who can we trust or believe? How much does Carl really remember? What is our main character really trying to achieve with this journey with Carl; is she telling us everything? I was left jumping and mistrustful, always wondering what would happen next.
The mixed media aspect of the book helps too, with not only commentary from our main character, but also excerpts from her childhood journal, pictures of Carl's, and snippets from one of his photography books. As such, things unfold slowly and ominously, overlaying the tense atmosphere of the novel. A lot happens and it can get a little perplexing at times, but it's also intriguing and compelling. A few twists and turns made me go "whoa." There's even a few moments between Carl and his "daughter" that are humorous. By the end, you're a little dazed and worn out, and the ending seems shocking. It definitely wasn't what I was expecting, that's for sure. The whole book felt the way, even though I enjoyed it.
Overall, this is slow-burning thriller that takes some time to warm to, but once you get into the rhythm, is interesting and compelling. The main characters are well-faceted, different, and unreliable. It's a creepy and tense read. 3.5 stars.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review.
This was really different and odd book--not necessarily in a bad way, but it takes some getting used to and it's hard to explain, especially without spoiling anything. Our characters are few, with a focus on our female protagonist (who isn't named until the end of the book, so I won't name her here) and Carl. Both come alive through Heaberlin's well-written words, but neither are easy to like at times. Our main character is on a quest--one she's been on from the moment Rachel disappeared: to figure out what happened to her beloved sister. Her drive and desperation seep through the pages, and she's a fascinating and dynamic character, if not always a sympathetic or reliable one.
Yet she's completely lovable next to Carl, a potential serial killer who could be whispering to ghosts or plotting to kill her--it's so hard for us to know. What's so intriguing about this book is the bond to the two form as they drive across Texas, whose landscape becomes almost a third character in the novel. While at times I felt the plot dip and drag a bit, wondering where things were going, other times I was struck by the amazing dynamic Heaberlin created between the two. So much of the book is just Carl and our main character, alone in a vehicle in Texas, and it's very interesting, honestly, how she kept that interesting!
The book is creepy and tense at times, with Carl's behavior coming across as spooky and a layer of distrust covering the whole book. Who can we trust or believe? How much does Carl really remember? What is our main character really trying to achieve with this journey with Carl; is she telling us everything? I was left jumping and mistrustful, always wondering what would happen next.
The mixed media aspect of the book helps too, with not only commentary from our main character, but also excerpts from her childhood journal, pictures of Carl's, and snippets from one of his photography books. As such, things unfold slowly and ominously, overlaying the tense atmosphere of the novel. A lot happens and it can get a little perplexing at times, but it's also intriguing and compelling. A few twists and turns made me go "whoa." There's even a few moments between Carl and his "daughter" that are humorous. By the end, you're a little dazed and worn out, and the ending seems shocking. It definitely wasn't what I was expecting, that's for sure. The whole book felt the way, even though I enjoyed it.
Overall, this is slow-burning thriller that takes some time to warm to, but once you get into the rhythm, is interesting and compelling. The main characters are well-faceted, different, and unreliable. It's a creepy and tense read. 3.5 stars.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review.
<i>I received this book for free through Goodreads First Reads.</i>
From the moment the great storm of 1987 almost blew six-year-old Nick Hunt away, he has had the urge to travel. So many travel books are on the market, it is difficult to produce something new and exciting, but after coming across an interesting map of Europe, Hunt was determined to go on a journey that not many have attempted before. With a map listing the named winds of Europe, Hunt sets off on a quixotic quest to follow the winds.
Beginning in the Pennine Mountains, Nick Hunt takes the reader on a personal journey through the continent as he explores the towns and valleys the winds flow through whilst hoping the elusive tempests will occur so that he can experience them himself. With a mix of euphoria and disappointment, Hunt details his arduous journey providing additional knowledge along the way.
Some winds are more evanescent than others – one, discouragingly, not appearing at all – whereas one is so strong, Hunt witnesses a waterfall being blown upwards. Ignoring the warnings of the locals, Hunt, dead set on completing what he intended to do, takes us on a long walk from Italy to Croatia, a trek through the Alpine valleys of Switzerland, and a final expedition to the south of France.
Wind may seem like an odd topic to write a book about, but the Helm, Bora, Foehn and Mistral are no ordinary breezes. Their violence makes Hunt’s journey a dangerous and daring endeavour and is full of stories about past disasters that have occurred as a result of the strong, temperamental weather.
As well as teaching us about these four winds, Nick Hunt has collected facts and stories about the general areas he passes through. Personal stories of the inhabitants break up Hunt’s narrative, however, myths, legends, history and superstitions frequent the lengthy chapters as much as the winds themselves.
Giving wind a name provides it with a personality, as though it is something tangible that can be met and observed. Nick Hunt notes that artists such as Turner and Constable were interested in the weather and fascinated by the effects the wind had on the surrounding landscape. Another artist that was affected by the weather was Vincent Van Gogh - some of his paintings took place in France in the midst of the powerful Mistral. Just as the wind can be seen in his starry night skies, the scenery in France is evocative of a Van Gogh painting.
The winds do not only affect the lands they blow through, they have a strong impact on the wellbeing of the inhabitants. Some experience physical symptoms such as headaches, nose bleeds, dry skin and so forth, whereas others find themselves growing irritable, depressed and confused. The author himself has the opportunity to undergo the effects of these winds. Hunt also puts forward the suggestion that Van Gogh’s deteriorating mental health was a direct consequence of residing in the path of the Mistral.
From witchcraft to the Greek god Aeolus, there are a number of theories about why these strong winds blow. There are, of course, meteorological explanations, which Hunt attempts to explain, but admits he finds it as baffling as the next person. Regardless of the reason, these winds exist and it is captivating to learn about this aspect of Europe.
<i>Where the Wild Winds Are: Walking Europe’s Winds from the Pennines to Provence</i> is a fantastic, beautifully written book. Nick Hunt’s narrative is so personal that it becomes more than a travel documentation or informative non-fiction. As we read, we really get a sense of the emotions and physical hardship Hunt experienced, yet, at the same time, learn so much about European culture as well as, of course, Europe’s winds. Whether or not you are interested in travelling, this book will take you on a journey you will never forget.
From the moment the great storm of 1987 almost blew six-year-old Nick Hunt away, he has had the urge to travel. So many travel books are on the market, it is difficult to produce something new and exciting, but after coming across an interesting map of Europe, Hunt was determined to go on a journey that not many have attempted before. With a map listing the named winds of Europe, Hunt sets off on a quixotic quest to follow the winds.
Beginning in the Pennine Mountains, Nick Hunt takes the reader on a personal journey through the continent as he explores the towns and valleys the winds flow through whilst hoping the elusive tempests will occur so that he can experience them himself. With a mix of euphoria and disappointment, Hunt details his arduous journey providing additional knowledge along the way.
Some winds are more evanescent than others – one, discouragingly, not appearing at all – whereas one is so strong, Hunt witnesses a waterfall being blown upwards. Ignoring the warnings of the locals, Hunt, dead set on completing what he intended to do, takes us on a long walk from Italy to Croatia, a trek through the Alpine valleys of Switzerland, and a final expedition to the south of France.
Wind may seem like an odd topic to write a book about, but the Helm, Bora, Foehn and Mistral are no ordinary breezes. Their violence makes Hunt’s journey a dangerous and daring endeavour and is full of stories about past disasters that have occurred as a result of the strong, temperamental weather.
As well as teaching us about these four winds, Nick Hunt has collected facts and stories about the general areas he passes through. Personal stories of the inhabitants break up Hunt’s narrative, however, myths, legends, history and superstitions frequent the lengthy chapters as much as the winds themselves.
Giving wind a name provides it with a personality, as though it is something tangible that can be met and observed. Nick Hunt notes that artists such as Turner and Constable were interested in the weather and fascinated by the effects the wind had on the surrounding landscape. Another artist that was affected by the weather was Vincent Van Gogh - some of his paintings took place in France in the midst of the powerful Mistral. Just as the wind can be seen in his starry night skies, the scenery in France is evocative of a Van Gogh painting.
The winds do not only affect the lands they blow through, they have a strong impact on the wellbeing of the inhabitants. Some experience physical symptoms such as headaches, nose bleeds, dry skin and so forth, whereas others find themselves growing irritable, depressed and confused. The author himself has the opportunity to undergo the effects of these winds. Hunt also puts forward the suggestion that Van Gogh’s deteriorating mental health was a direct consequence of residing in the path of the Mistral.
From witchcraft to the Greek god Aeolus, there are a number of theories about why these strong winds blow. There are, of course, meteorological explanations, which Hunt attempts to explain, but admits he finds it as baffling as the next person. Regardless of the reason, these winds exist and it is captivating to learn about this aspect of Europe.
<i>Where the Wild Winds Are: Walking Europe’s Winds from the Pennines to Provence</i> is a fantastic, beautifully written book. Nick Hunt’s narrative is so personal that it becomes more than a travel documentation or informative non-fiction. As we read, we really get a sense of the emotions and physical hardship Hunt experienced, yet, at the same time, learn so much about European culture as well as, of course, Europe’s winds. Whether or not you are interested in travelling, this book will take you on a journey you will never forget.

LilyLovesIndie (123 KP) rated A Cast of Stones (The Staff and the Sword, #1) in Books
Nov 5, 2018
I received this book through the Goodreads First Read Giveaway and have to say, I am so glad it landed on my doormat!
The story is set in a medieval style alternative world, and follows the sudden changes taking place in the kingdom. Errol, an orphan and drunkard, embarks on a strange quest which sees him travel through the kingdom to the capital, meeting people who help and hinder him along the way, and becoming a completely different man in the process.
I have to admit, when I first started to get into this, the book gripped me from the first chapter, which I liked, but which also concerned me whether or not Carr could continue that momentum through out over 300 pages. Boy was I wrong! What a wonderfully written story this is! The plot is incredibly engaging and keeps you hooked all the way through, with delicate twists and turns, secrets and spies all up until the very last few words. In fact, so much happens, it's hard not to spoil any of it when writing a review!
Another huge positive in this book is the characters. Errol is a wonderfully written character, and the way Carr shows his development through the book is excellently done, delivering the changes so gradually that when he finally does flourish into the 'man for the job' (ambiguous I know, but I'm trying not to spoil it for those who are yet to read, and believe me, you will!) it feels sudden as you forget in that moment all the gradual changes that have taken place. The other characters are equally enjoyable and engaging, whether it's the dilemma and greed of caravan masters, mysterious members of The Watch, or even the various clergy you encounter throughout the book, all with ulterior motives and all keeping secrets with each other. They all help contribute something special to this tale, and although you would have thought it would be difficult to keep track of all the secrets and duplicities, but it's written in such a wonderful way, woven delicately together with immense skill, that it isn't hard at all, in fact, I found myself thinking about them after I put the book down and trying to pick it apart in my own head.
Something else that needs mentioning, is the flow of this book. It's brilliantly linked from one part to the next, and I found the action to be playing out like a film in my head. This is a book that even those with the least imagination could 'see' as they read, which is testament to the excellence of the writing. I have to be honest, I would love to see this made into a film series, as I think there is so much potential for a 'box office smash' and the characters would be great on the big screen, but that's just my opinion.
Overall, this is a truly wonderful start to what I imagine will become a best selling saga. The foundations are incredibly well written and are firmly set, with many outcomes possible, and I wouldn't be surprised if more characters were added to this eclectic mix. I honestly cannot recommend this book highly enough, it was thoroughly engaging and enjoyable, 'un-put-downable' and a book I will be pushing into the hands of friends all over the place and urging them to read! Carr is a fantastic new talent in this genre and someone I will most definitely be watching out for future releases from, especially this saga as I am on tenterhooks to discover the destiny of the kingdom! Well done Patrick Carr, a fabulous piece of writing that, I think, will stand the test of time, now when can we get our hands on the next instalment?
The story is set in a medieval style alternative world, and follows the sudden changes taking place in the kingdom. Errol, an orphan and drunkard, embarks on a strange quest which sees him travel through the kingdom to the capital, meeting people who help and hinder him along the way, and becoming a completely different man in the process.
I have to admit, when I first started to get into this, the book gripped me from the first chapter, which I liked, but which also concerned me whether or not Carr could continue that momentum through out over 300 pages. Boy was I wrong! What a wonderfully written story this is! The plot is incredibly engaging and keeps you hooked all the way through, with delicate twists and turns, secrets and spies all up until the very last few words. In fact, so much happens, it's hard not to spoil any of it when writing a review!
Another huge positive in this book is the characters. Errol is a wonderfully written character, and the way Carr shows his development through the book is excellently done, delivering the changes so gradually that when he finally does flourish into the 'man for the job' (ambiguous I know, but I'm trying not to spoil it for those who are yet to read, and believe me, you will!) it feels sudden as you forget in that moment all the gradual changes that have taken place. The other characters are equally enjoyable and engaging, whether it's the dilemma and greed of caravan masters, mysterious members of The Watch, or even the various clergy you encounter throughout the book, all with ulterior motives and all keeping secrets with each other. They all help contribute something special to this tale, and although you would have thought it would be difficult to keep track of all the secrets and duplicities, but it's written in such a wonderful way, woven delicately together with immense skill, that it isn't hard at all, in fact, I found myself thinking about them after I put the book down and trying to pick it apart in my own head.
Something else that needs mentioning, is the flow of this book. It's brilliantly linked from one part to the next, and I found the action to be playing out like a film in my head. This is a book that even those with the least imagination could 'see' as they read, which is testament to the excellence of the writing. I have to be honest, I would love to see this made into a film series, as I think there is so much potential for a 'box office smash' and the characters would be great on the big screen, but that's just my opinion.
Overall, this is a truly wonderful start to what I imagine will become a best selling saga. The foundations are incredibly well written and are firmly set, with many outcomes possible, and I wouldn't be surprised if more characters were added to this eclectic mix. I honestly cannot recommend this book highly enough, it was thoroughly engaging and enjoyable, 'un-put-downable' and a book I will be pushing into the hands of friends all over the place and urging them to read! Carr is a fantastic new talent in this genre and someone I will most definitely be watching out for future releases from, especially this saga as I am on tenterhooks to discover the destiny of the kingdom! Well done Patrick Carr, a fabulous piece of writing that, I think, will stand the test of time, now when can we get our hands on the next instalment?