Orbit, 18 November 2025
Available as: HB, 422pp, audio, e
Source: Advance copy
ISBN(HB): 9780356526188
I like talking about books, reading books, buying books, dusting books... er, just being with books.
I'm grateful to the publisher for an advance copy of The Thousand Eyes to consider for review.
The Thousand Eyes was for me a welcome return to the Maze and to the myriad worlds that connect into it, first explored in The Unspoken Name. And also, of course, to my favourite apostate orc priestess, Csorwe, and her girlfriend Shuthmili. It's a tricky relationship, albeit perhaps easier since Csorwe abandoned her former mentor Belthandros Sethennai. Both Csorwe and Tal Charossa, Sethennai's other apprentice, competed for Sethennai's favour and that was a VERY complex threesome indeed.
With Sethennai out of the picture, a girl's still got to make a giving and at the start of the book we see Csorwe, Shuthmili and Tal engaging in a spot of Indiana Jones style temple robbery in a cursed world reached through the Maze.
The only problem is, in this universes, "abandoned" temples can harbour more than spiders, snakes and traps. This a world where the gods are real, and terrible. And they may inhabit you (as we see from the inner dialogue Shuthmili has with the entity she addresses as her "corruptor"). I loved the contrast in this opening part of the book between the banal everyday chatter of the three fortune-hunters and the weird, creepy, and frankly terrifying world that are navigating. Fantasy doesn't have to be high, sonorous and dusty - Larkwood expertly spins a tale that just feels real because of the triviality that offsets all the shadows and terror.
So far, The Thousand Eyes may sound similar to The Unspoken Name. Which would be absolutely fine by me - it's a great read. But Larkwood delivers still more. A third of the way through the book, a Thing happens which completely overturns the narrative, upping the stakes considerably and placing our friends into a very different situation. It's frustrating, but I don't want to say exactly what, as it would spoil the story.
I will say though that how things turn out will depend on the very particular strengths and weaknesses of the different characters, especially Tal and Csorwe, and on the tensions and stresses in those apparently mundane relationships that we saw earlier. It's a story of love and loss and devotion and one of waiting and hoping - but also of how those things, pushed without limit, can sour into hatred and pride. A certain goddess here has had enough of the waiting and hoping and decides to take action - but with terrible consequences. A certain mage bears her loss and remains devoted to her lover, but finds she must commit terrible crimes to achieve her ends. A certain rogue... oh, well, it's Tal... has a lot of time to ponder his life choices and to regret those moments when he played the hero. (Tal, especially, is amazingly depicted here - his emotional quirks, his stormy relationship with his family, his love-hate relationship with Sethennai, a bewitching villain if ever there was one).
It's a page-turning, life-filling monster of a book which, once begun, you simply HAVE to finish. And that finish is cruel and filled with loss: but as we know, 'What is saved is saved only for a moment. All voices sound in silence, but before the echoes die away, their sound is sweet'.
I think it will be a long time before the echoes of The Unspoken Name and The Thousand Eyes die away. And they are, indeed, very sweet.
For more information about The Thousand Eyes, see the publisher's website here and AK Larkwood's site here.
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| Cover by Thea Dumitriu |
I'm SO grateful to Orbit for an advance copy of one of my most anticipated books of 2021.
The Broken God follows from The Gutter Prayer and The Shadow Saint, chronicling the prosperous manufacturing and trading city of Guerdon - a place where commerce, magic and industry mingle easily. The Godswar has finally come to Guerdon, but in contrast to the apocalyptic impact visited on other battlefields, an uneasy truce has been brokered with different areas of the city occupied by forces from Haith (a Northen power based on necromancy), Ishmere (home to mad gods) and Lyrix (a nation of pirates and dragons).
Action in The Broken God is chiefly focussed on Cari (Carillon Thay, who featured in Book 1, with less of a part in Book 2) and on Rasce, the human amanuensis of one of those dragons, who has been planted in Guerdon to reap the profits of the occupation ('The dragon takes what he wants'). Cari has left Guerdon carrying an ancient tome of magic (AKA 'the f****ng book') to trade her way into the wizard city of Khebesh where she hopes to find a cure for her friend Spar, who was turned into a new part of the city at the end of Book 1 (keep up!)
Cari's journey spirals into disaster, with an ally of the dragons chasing her for vengeance, power-hungry alchemists chasing her to find out what she's made of (literally) and exploit her connection to Spar, and... well, another old enemy also chasing her for vengeance (she killed a goddess). Rasce's story is like a supernatural twist on The Godfather - the dragons very much run their own organisation within the Lyrixian forces. It's all very family, with Rasce serving the dragon called Great-Uncle, who sets clear expectations of profit (the dragon takes what he wants). Soon, Rasce is allying with elements in Guerdon's restless underclasses of thieves and ghouls to seek power and wealth.
Hanrahan uses these two very different strands adroitly to keep the reader guessing, and the story flowing, both echoing and undercutting the style and themes of the first two books. The goings-on in Guerdon, featuring Rasce but also an espionage sub-plot as the authorities of the city try to tame him, reminded me more of the first book (which introduced Cari, Spar and their ghoul friend, Rat, in a doomed heist attempt) than the second (which largely followed the Haithi in their power plays). Again, there's more behind what happens than is apparent at first. Cari's adventures are rather different again - away from Guerdon and facing new threats from ragged gods, there is a real sense of her diminishment. Cari's lost the power that her bond with Spar gave her, and she's vulnerable again. In that vulnerability we discover a lot about Cari's history, her time as a sailor and why she fled Guerdon that first time. The world has changed since then, and a lot of what she remembers is now lost - when she discovers fragments of that early life, will they help her, or lead her into sentimentality and danger?
It's hard to convey the sense in this book of hard, or no, choices, of taint, a kind of moral culpability which infects everyone, Cari included, to some degree. There are really no heroes, only opponents. And there are no villains (one or two fairly minor characters excepted, perhaps) - only more opponents. Artolo, for example, wants revenge on Cari. He behaves in a pretty unpleasant way, but then Cari did cut off his fingers. Cari, equally, is ready to bargain with unspeakable horrors and to aid them, if it will get her into Khebesh. Rasce isn't all bad: the Guerdon thief Baston, who allies with him, tells himself that Rasce might be persuaded to serve a noble purpose - and justifies compromise in pursuit of that. The book conveys a unique atmosphere of shiftiness, compromise, failure, and decay.
Behind all this - somewhere - are the dreadful Black Iron Gods, and the tyrannical gods of Ishmere, but this is a world where people think they know how to deal with gods. Gods, here, are a kind of technology and none are so wild or so dangerous that somebody won't try to make use of them. The profusion of divinity emphasises, rather than overshadowing, human motivations, plots and struggles - while raising the stakes, the consequences of success or failure. If the gods are a technology, it's a deadly technology, a sort of nuclear-level dangerous technology which can leave whole lands haunted by monstrosities and fragments of jostling realities, a landscape worse than if it were simply made sterile. That's the world that Cari's struggling to travel through, subject to one horror after another, and it is a bad place to be, but the really scary truth she has to face is the ruin she seems to bring and the guilt that comes from that when the consequences come home to those she thinks of as friends.
The law of the Black Iron Gods seems to be the law of unintended consequences, of good intentions gone sour, of enmeshed and conflicting interests, of chains of events that nobody can foresee or control. It makes reading The Broken God into a fascinating, addictive and haunting experience where a distaste for what almost everyone is doing is finely balanced with a sneaking desire for them to push on further. To betray. To devastate.
The reader becomes complicit with what's happening, awful though it is.
It's the sort of book which, after you've finished it, doesn't so much make you feel unclean, as in need of an exorcism. In short, then, wonderful stuff, and a series that shows so signs of flagging, rather of really getting going. I can't recommend it too strongly.
For more information about The Broken God, see the publisher's website here.
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| Cover by Julia Lloyd |
I'm grateful to Titan Books for an advance paperback copy of Hall of Smoke to consider for review.
The term "mountain top experience" is often used in a religious context to describe an encounter between believers and their god (think Moses being given the Commandments). You climb up the mountain, away from mundane matters, into a liminal space, encounter the Deity, and return with a message or a mission (or perhaps simply changed).
At the start of Hall of Smoke, the warrior priestess Hessa is seeking such an experience. She has climbed the mountain and made a sacrifice (of her own blood) but hears nothing from Eang, Goddess of War, to whom Hessa is devoted - and who Hessa has offended by not killing the stranger Omaskat who took refuge in her village as she was ordered.
But Hessa receives no reply, only dust and ashes as her home, and the sacred Hall of the title, are destroyed by raiders from the North. It is clear what her duty is: to chase Omaskat down and kill him as she should have done in the first place. Thus begins a frenetic hunt across the Norse-tinged lands of Eangen and Algatt and the somewhat Roman seeming territory of Arpa - not forgetting trespass on the heavenly High Halls of the Otherworld themselves. The High Halls are where the dead of this world go for eternity, and loss of Eang's favour risks Hessa's place there. So she must deal with Omaskat, whatever her feelings, regardless of the laws of hospitality, heedless of the cost.
Hessa is well suited to the task, however. She's not just a priestess but a warrior priestess, trained from childhood to fight, and equipped by her goddess with a magical fire that can heal her own wounds and destroy her enemies. One of the joys - albeit a brutal joy - of this book is to see the formidable Hessa taking on her enemies, whether using weapons or her divine gifts. Another is her general determination and courage. Hessa has actually lost a lot, her family and way of life having been shattered, but with her quest in view and much more at stake - including the life and soul of a baby committed to her care - she presses on, despite growing doubts and suspicions that Eang has been hess than honest.
What follows is a fast-paced, complex and desperate chase. Hessa finds unexpected allies, and deadly enemies, but she also finds that what she's been told about her world, its gods and its history is rather partial, that the truth is complicated and that powers she knew nothing of are in motion. The story really documents her growing-up, both in her understanding of the world and her place in it and in knowing and choosing to whom, and to what, she gives service. Fighting fiercely is good, but fighting knowingly is better, and perhaps the world is less clearly drawn than it seems.
I hope that doesn't sound too sober and preachy. It really isn't Hall of Smoke is first and foremost a rollicking, combat-rich, fantasy adventure in the very best tradition, infused with a sense of active, interfering divinity redolent of the Norse or Greek mythologies. These are gods and goddesses with plans and schemes, who can be bargained with, tricked and even scared but who are also utterly amoral. In a real sense they don't deserve the service of someone like Hessa but equally, she has to live in the world as she finds it, protect what is precious to her, and prevent even worse things from emerging. What can you do? That's the dilemma at the core of Hall of Smoke, giving the book moral complexity and depth.
Great fun, always engaging, and strongly recommended.
For more information about Hall of Smoke, see the publisher's website here.
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| Illustration by Richard Anderson, design by Steve Panton LBBG |
Trail of Lightning (The Sixth World, 1)
Gods of Jade and Shadow![]() |
| Jacket design by Lauren Panepinto |
City of Blades