Raised as a wizard-priest in the church of the dark god Zon-Kuthon, Isiem escaped his sadistic masters and became a rebel, leaving behind everything he knew in order to follow his conscience. Now, his unique heritage makes him perfect for a dangerous mission into an ancient dungeon said to hold a magical weapon capable of slaying demons and devils by the thousands and freeing the world of their fiendish taint. Accompanied by companions ranging from a righteous paladin to mercantile mercenaries, Isiem will lead the expedition back into shadowed lands that are all too familiar. And what the adventurers find at the dungeon’s heart will change them all forever.
From acclaimed author Liane Merciel comes a dark tale of survival, horror, and second chances, set in the award- winning world of the Pathfinder Roleplaying Game.
Liane Merciel's novels include Pathfinder Tales: Hellknight and Nightglass, Dragon Age: Last Flight, and The River Kings' Road. She has written for game companies including Pathfinder, Dungeons & Dragons, and Warhammer's Black Library. She lives and works in Philadelphia.
A good adventure story with pacing, characters, and plot all pulling for it. I had a hard time engaging with Isiem for most of the book. He's a bit passive for my taste—competent at his job but deeply uncertain of his place in the world and kind of drifting along as a result. And the rest of the party reads like just that: an adventuring party. You don't feel the RPG behind the story, really, Merciel is a better author than that. But they don't really gel very organically and I couldn't help feeling that these people are together for unlikely reasons and their individual motivations aren't strong enough to withstand any serious stress placed upon them as a group.
Which actually came together in the end. The last quarter of the book, or so, pulled the disparate elements together, including the un-gelled party, into a story of loyalty, pragmatism, acceptance, and, eventually, faith. Not faith in the classic religious/clerical sense, but faith in yourself, your companions, and your mission. The most profound manifestation of that faith was with Isiem the (formerly) passive. Towards the end, he finds himself at the point where he must choose, and that starts with choosing how he'll make choices. This was such a relief that I'm actually hoping there will be more stories featuring him because I want to see that sprout bloom and what direction it takes him.
So for most of the story, this was a solid three stars, edging up to three and a half by the end. I can't quite bring myself to round up, mostly due to the clichéd pieces and Isiem's rampant non-involvement. But that doesn't mean it isn't a good story and worth the time if you're interested in straight-up fantasy with a Pathfinder flavor.
Full disclosure: I'm a Pathfinder Tales author, so my assessment of this volume is biased. I'm also a beta reader for Liane Merciel, and she is a beta reader for my Pathfinder tales novels.
So, biased opinion: I love Liane's dark interpretations of Nidal, and Golarion. She's a fine writer, and I'm looking forward to her upcoming works in the world.
In my review of Liane Merciel's previous pathfinder book Nightglass I mentioned that I really like her descriptions and mood settings within the pathfinder framework. In this book that is even more evident. In this book an expedition is set up into the secret lab of some ancient wizard/ sorceress. What follows is a tale of horror and desperation where her good descriptions and great setting design really pays off.
After a mood-setting introductory novel, Merciel's follow-up look at the character of Isiem hews much more closely to the series' roots in a roleplaying game: her conflicted renegade wizard finds a party and goes on a quest.
In broad strokes, much of what happens here will be familiar to people who've read Merciel's original fantasy novel, "Heaven's Needle": a talented but morally diverse group of adventurers band together to fight a greater evil, trying to stay alive while maintaining their sanity as they face off against eldritch horrors. In the specifics, "Nightblade" differs a lot from Merciel's (superior) earlier work: the characters here are more mercenary, they're seeking treasure instead of trying to save the world, the (greater) evil is more stationary. More than any of her books, "Nightblade" feels like it could be an actual RPG adventure — which is ironic, since Merciel is a friend and I know from personal experience that many of her earlier books really were adapted from her RPG adventures. The sort of giant deathtrap dungeon Merciel throws her motley crew of characters through here is right in her wheelhouse, producing an enjoyable read for fantasy fans even if it lacks the evocative horror set-pieces of "Heaven's Needle" or "Nightglass."
Another in the Pathfinder Tales series set on the fantasy world of Golarion, Nightblade focuses on the adventures of Isiem, a heretic wizard from the country of Nidal, where they worship the dark god Zon-Kuthon and serve to please the Dark Council. Isiem has turned away from the egocentric, Machiavellian culture of Nidal and works to promote good in the world. At the beginning of the tale, he is working as a rebel in the demon-worshiping country of Cheliax. But, he and his colleagues--Teglias, a cleric of Sarenrae, Ena, a battle-scarred female dwarf, and Kyril, the female elven paladin--are soon brought into a plan backed by the rebels and the greedy Aspis Corporation to find the nightblade--an ancient artifact of great power that has significant control over demons. (Un)Fortunately, the weapon lies in the workshop called Fiendslair, created by Eledwyn, a Nidalese who was an apprentice of the evil Mesandroth, who was searching for a way to extend his life. Isiel's former best friend, Ascaros, is a descendant of Mesandroth and carries a withering curse placed on the line by the evil sorcerer. With Ascaros and three Aspis Corporation agents (who might as well have been wearing red shirts), the four companions make their way to Fiendslair to find the artifact.
And that is where the tale lies. What does the group find at the heart of Fiendslair, and how do they defeat it? (Okay, spoilers are coming here, so if you are going to read the book, don't go any farther.)
It turns out that Eledwyn was researching even more ancient evils than demons in order to obtain long life. That is, she was research qlippoth, the race that inhabited the Abyss before demons came and kicked them out. Qlippoth are Lovecraftian monsters with writhing tentacles, mouths in the wrong places, and fleshy bodies. Oh, and they have magic--lots and lots of magic.
I actually enjoyed the story, right up to the point where Isiem and Ascaros are confronting the evil qlippoth queen that had been ruling Fiendslair for centuries. The boys are getting their butts kicked, and Isiem tricks the qlippoth into using a Ring of Teleportation that he had stashed away for an emergency. Turns out that Fiendslair has protection against teleporting and the qlippoth is turned into a nice puree of evil when it uses the ring. Now, I know this is fantasy, but I would think that, after thousands of years of being imprisoned, the qlippoth should have known it could not teleport out of the lair. This infinitely smart and evil creature was defeated by the automatic trap. I know it shows that Isiem is crafty and set up the escape, but the ending just was not satisfying to me.
This is the third story featuring Isiem. I have not found the character to have many redeeming features. However, this book shifted my perceptions ever so slightly so that I am warming up to the wizard. So, maybe I will be excited about the next story featuring him.
Once again Liane Merciel returns to the tale of Isiem, formerly of the dark land of Nidal. He has left the service of his homeland and the dark god Zon-Kuthon, but hasn't yet found his way for a new life. After making some contacts among the rebels of devil haunted Cheliax, he is recruited by them to help recover a weapon useful against fiends.
In addition to his wizardly skills, he provides them contact with a former friend of his who has remained serving his dark lord, drawing Isiem back into the world he has left behind. Along the way they have to first find and then survive the house of horrors of an evil apprentice to a long dead master of necromancy who's hidden lair is infested with demons...and things so horrible even demons fear them.
Unfortunately, while Isiem is theoretically on a path towards redemption, for the most part he takes a passive role in this story, letting his boyhood friend and all around bad guy from his past make decisions that don't really seem in character for the not-evil-anymore Isiem. Sometimes Isiem decides to mitigate those decisions, but while he's ostensibly the protagonist, it really feels that he's more just along for the ride in this story. Merciel does a wonderful job describing the creepy tone and despicable monsters that populate the lost laboratory, and overall has a good handle on bringing the Pathfinder game world and system to life in a novel, but again, like the first book in the story, doesn't quite pull off a likable main character. Several of the support characters in the book are likable and interesting, primarily the dwarven alchemist Ena and the Paladin and vaguely love-interest Kyril, but like Isiem, they're more along for the ride in his friend's story.
This book was given to me by a friend who runs Pathfinder games every now and then. Having never played the tabletop game I really didn't know what to expect, except that it's a fantasy novel. I was pleasantly surprised. While the main character isn't super-relatable, the story was engaging and really kept me guessing. Apparently there is a lot of lore that I am unfamiliar with in the Pathfinder world. The author did a great job with the pacing of the story and I found that there was a good balance between the action and non-action parts. I did notice there were subtle relationship plot lines and mentions of certain back stories to some of the characters that were not explored, so I'm hoping they will be explored in other books. Overall a decently quick read.
Love a good Pathfinder Tale. I was glad to see Isiem got a followup-hope he continues to be a recurring character. Overall, enjoyed the story, but there was one glaring error toward the end that irked me a bit
The story takes on enough twists & jitters into good versus evil & betrayal, doubting, & tested loyalties to keep the reader entertained throughout. Isiam is a character who is easy enough to comprehend & every character has a through-line within the high fantasy. I'd recommend this book to anyone who enjoys fantasy stories of rebellion, magic, loyalty, & especially twisted evils. Also, those who enjoy constant questioning of whether all characters are trustworthy at any given moment with any given decision.
Another book of the evil Nidalese. While I feel this one is less graphic than the first story of Isiem, I just cannot get into the character. I don't care what happens to him. And that just makes the book less enjoyable.
I really enjoyed this book. It managed to continue where the first book left off and keeping the story interesting. I just hope there will be more, though the ending does imply there will be.