Been trying to find time to sit down and review this so I'd better get it done before I forget little details.
If you like the Forgotten Realms books as I do (Drizzt, Elminster, Erevis Cale, etc.) then you should damn well know what you are getting into here. Stories set in a D&D equivalent universe in the world of Golarion of Pathfinder. Pathfinder being the best roleplaying game out right now, both first and second edition. But I'm not just here to assert tabletop opinions.
Anyway, so here's a book of adventure from the esteemed Howard Andrew Jones about a beautiful female elf named Elyana with red hair. I almost wish she were the iconic character of the regular pathfinder comics and stories in place of the silver-haired Merisiel, but we don't always get what we want now do we?
The story is about the aforementioned female fighting elf (read: awesome strong female character) and her half orc friend track down the evil magic to break the curse over one of her even closer friends (read: intimate buddy of the past). Now, there are obviously speed bumps along the way, including coming across other unsavory characters and monsters. Battles ensue. I agree with what some other reviewers say about the half orc friend being less fleshed out than Elyana, but in a genre fiction fantasy story I don't expect the Lord of the Rings. I just want to have a bit of fun with fantasy characters on an adventure. And this book exceeds those bare-bones expectations.
Some have critiqued the book for not following the strict rules of the game and quite frankly I reject this idea wholeheartedly. The reason I find it so problematic is because there once was a time when people invented these great tabletop pen and paper games as a way for nerds and nerdettes to gather 'round the table as friends and family and play out their wildest heroic fantasies together with the promise of danger and treasure, inspired by novels they read or historic tales of adventure. Beowulf, Odysseus, the Eddas, Lord of the Rings, Conan, Fafhrd and the Gray Mouser. We read these stories and many of us want to live them, to experience then ourselves. Games allow us to do that--to become these characters and make decisions as them. Thus we have the essence of roleplaying. To act as another person without fear of judgment or real world repercussions.
So I don't blame people of the game-centric side wanting a book to match the "rules" of a game world, but a good book should be allowed to make its own interpretation on magic "rules". Real life is obviously defined by a set of scientific laws and criteria, but there's still so much we don't know or understand. So much left undiscovered. There always will be. Nothing is yet perfectly etched in stone. So why in the hells would some medieval iron age world have a perfect knowledge of how every rule and spell and gadget work all the time without any doubts? Video games are finite and coded with such strict limitations. But even so there are bugs and glitches people find years later. A book should feel like a portal into a real world though. I hate Brandon Sanderson-esque explanations that all magic has to be perfectly defined and explained to a reader before it is experienced. Magic should be mysterious, awe-inspiring, shocking, dangerous, powerful, and not easily learned or understood. Though there are hundreds of thousands of well-defined spells that we want to see some similar iteration of in a book, it shouldn't be a 1:1 ratio.
To make my point simply, a book is meant to inspire imitation. Not the other way around. Some great fantasy worlds were inspired by real roleplay, and I love that, but it is the exception from what I've studied. So I read a book like this and want to borrow ideas for characters for my own games. If I want to read game books then I'll just read LitRPG. The most miserable, cliche ridden, shallow, wish fulfillment, fully lacking any credibility, unsatisfying genre of fiction I have ever read. That'll come across pretty rude for something that is merely a matter of opinion, so if you like it then more power to you. For me I'll just play a game. I was always annoyed having to wait for my brother to pass me a controller, so reading someone else's fake game world doesn't sit right with me.
That's why I like stories like Pathfinder Tales. They feel real to the world in which they are set. And the credit goes to the authors for that. These are no different from the famous Forgotten Realms and should be treated with the same respect. Elyana very well should be the next Drizzt, but these books are just not as well noticed as Pathfinder isn't as popular as D&D. I recommend you don't let popularity dissuade you from reading something as well written and fun as this. Tim Pratt, Chris Jackson, Liane Merciel, Dave Gross, and Howard's other stories come highly recommended by me.
Go forth and book binge, my friends.