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416 pages, Paperback
First published June 17, 2017
Plague Garden begins with promise, establishing a richly detailed world and well-developed characters. The early chapters build tension and atmosphere effectively, immersing readers in the grim domain of Nurgle. The author does an excellent job of capturing the hopeless, eternal torment of Nurgle's realm, making it feel truly oppressive.
However, as the story unfolds, the Stormcasts feels far too powerful, carving through Nurgle’s forces with astonishing ease. Iconic foes like Blightkings and Great Unclean Ones—known in the game for their resilience and durability—are dispatched without resistance, reducing what should be grueling battles into mere exercises in repetition. The lack of real peril makes it difficult to stay invested, as victories come too easily, stripping the narrative of tension. The sheer lack of casualties among their ranks makes their entire journey feel artificial rather than a desperate struggle.
A more compelling version of the story would have acknowledged the brutal cost of venturing into Chaos. Had fallen Stormcast souls been lost forever, their quest to rescue their friend would have carried true weight, making every sacrifice meaningful. Instead, their Lord-Relictor—a character with spirit-sight, ensuring the souls of the fallen return safely to Sigmar—always finds "one more ounce of strength" to summon storms, lightning, and magical sails. His abilities feel limitless, turning him into an unmistakable Mary Sue, further removing the stakes from the story.
Despite the strong character development and evocative setting, Plague Garden ultimately falls flat due to its lack of narrative tension. The relentless victories of the Stormcasts, their immunity to genuine risk, and the absurd ease with which they dismantle Chaos forces make the book a frustrating read for those who appreciate high-stakes storytelling. A promising premise is ultimately wasted on a conflict that never truly feels like a challenge.