"Ahriman: Exile" begins with a pitiful Azhek Ahriman, who has rejected his name and goes by Horkos. He operates as a lowly sorcerers in the traitor marines' warband, named The Harrowing. All is gloom and doom, until a daemon begins to taunt Ahriman. Ahriman does not beleive in fate, but fate has come for him ,taunts the daemon in his dreams. And a sorcerer of the Thousand Sons, accompanied by two Rubricae (the fleshless marines) comes to collect Ahzek. The sorcerers of the Harrowing put up a fight, but the superiority of the son of Magnus decimates them and Ahriman fights him successfully, manages to kill him and with the help of three captive disgraced Imperial marines takes control of their captured ship. Ahriman learns that Amon, the wisest and most powerful cabalite collects exiled Thousand Sons for some mysterious reason and the daemon whispers of the possibility of fixing the Rubric. Ahriman knows that daemons speak falsehoods, but he cannot pass this opportunity and so begins his journey to find answers.
The story is interesting, propelled by Amon's unseen machinations of events, mostly linear. The locales visited, are well described - abandoned ships, ruined stations, etc. John French plays with the 40k canon in a very good way - he adds things that fit plausibly into the world. For example, he describes daemons that do not appear in the miniature wargame. It needs rules, regulations, classifications. In the book, some daemons reflect the unpredictability of Chaos, the variety, exemplified by the Changer of Ways. There is also an oracle of Tzeench, a former comrade of Ahriman - is he a mutant, a possessed marine or has he ascended to Daemon Prince - all of it makes sense, if you know the lore. Ahirman and his crew have to contend with Serpaphim, employed by Imperial inquisitors they meet along the way. The Seraphim are penitent heretics that have traded their minds and bodies to become cybernetic raging brutes - a process called arco-flagellation - such arco-flagellants are seen on the tabletop. The Seraphim are experimental - tougher, bigger, stronger they carry the Pariah gene - they are anti-psykers, bringing suffering to psykers around them. All of this is plausible.
French describes two daemon-possessed marines - one a screaming, laughing and mocking, the other - silent, watching, thirsting. In both cases the horror is palpable, the dread that the characters feel in their presence - too real.
French is a master of decribing psyker duels it must be said - he is very adept of visualizing mental warfare, which is unseen by default.
French makes good physical descriptions, but often in the middle of the action, which makes them annoying. Unfortunately, it happens too often.
What makes the book sublime however, are none of these. The compelling characters make the magic happen. One can say that the supporting two dimensional characters are too compelling, that they deserve more. And maybe this is so. It also keeps the readers' interest high.
The living heart of Ahriman's ship - the tech-priest Carmenta is always hidden by a mask, forced into exile for her technological heresy - fusing her mind with her ship, polluting the sacred machine-spirit. Carmenta trusts Ahriman immensely, she loves her ship even more - she will even betray Ahriman to save it. Her fusion with the ship is taxing - she feels its hunger for her mind, at times she feels a helpless prisoner of her own physical body, she lacks control, but she carries on, propelled by love, never fully realizing how her personality is slowly eroded.
There is one surviving sorcerer form the Harrowing - Maroth - broken by the Thousand Sons sorcerer's might. Maroth is a pathetic wretch, mutilated shadow of his former self. He is very similar to Gollum from The Lord of the Rings. However, Maroth is unable to inspire sympathy or affection - only vague pity and disgust - Maroth remains a monster, having mutilated, tortured and plotted a lot in his long and hateful life. The former sorcerer is still capable of great insight. Madness indeed hides a great wisdom in his case. Maroth plays a key role in a clever plot-twist at the very end of the novel. A twist that comes as a surprise, but still feels natural and plausible, all things considered.
There are three inquisitors who dispatch the aforementioned Seraphim. They are really one-note characters that French manages to make memorable. Malkira is irritable, straight-forward pragmatist that does not like surpirses. Erionas, the most senior of them (I think), is a stoic who sees opportunity in the unforseen. Sandwiched among them, learning and observing them, is Iobel, a psyker herself. She is moderate, for a fanatic. The Inquisiotrs exemplify the fanatacism of Imperial functionaries - the most important thing is the job done in the Emperor's name - nothing more, nothing less. When discussing their next course of action, while Malkira raises concerns about safety, Erionas reminds his comrades "Safety is not why we came here". And they know he is right. There is something admirable in this working-man fanatacism, most famously embodied in one saying of the Space Marines "Only in death does duty end."
Speaking of Space Marines, our three renegades are also interesting to read about. The last members of a chapter so disgraced, that they have beem declared renegades and heretics by the Imperium, they are actually loyalists (as were The Thousand Sons for a brief amount of time after the Burning of Prospero). Thidias is an old warrior, a stoical man of a few words, who accepts things as they are, but is not afraid to ask questions, when there is a glaring need for this. Kadin is everything what Thidias is not - young, brash, proud and rebelious. There is a difference he dislikes the traditionalist that is Thidias. Kadin sees the world black and white - for him the traitor is a traitor, a sorcerer is vile, no matter what his intentions and deeds show. Kadin gets posessed by a daemon and saved by Ahriman, who is skeptical of the outcome. The young marine wakes up with a new pair of snake eyes. His soul has suffered far worse fate - the young warrior has lost some of his memories, part of his virtues, some dear things for him are now alien. His outlook becomes bleaker. There is a growing emptiness inside his broken being. He is becoming similar to Maroth, which the insane, but occasionally wise wretch points out. Kadin and Maroth represent a lesser version of what the Rubricae, or Rubric Marines, are - beings, ruined by the powers of Chaos, broken and fractured souls. The last marines is the Librarian Astraeos, their leader. He tries to keep his men safe and desperately clings to his chapter's beliefs and customs in order to preserve its legacy. His chapter's code of conduct demands that they must follow and assist their saviour, Azhek Ahriman , a person whom Astraeos holds in contempt ( still, less than Kadin does). The librarian can understand Ahriman and why he did cast the Rubric - he may not pity him or excuese his actions, but at least seemingly understands his motives. Astraeos even becomes a pupil of the sorcerer and develops a slight fascination with the subject matter at hand (the period of apprenticeship happens off-page, which is a miss in my opinion). Astraeos is loyal to Ahriman, but he can be also stern and is not afraid to make remarks or to demand honesty from him.
A stark contrast to the rest of the cast is Silvanus. Silvanus is a navigator - a special breed of human muntant that makes warptravel possible. This mutant wants ot be loyal Imperial subject but above all else tries to stay alive in this world in which he enjoys rare luxury, thanks to his state. The man tries to survive among larger than life men and women (both litterally and figuratively).
At last there comes the figure of Amon - the mastermind behind all the events described in the book, who almost always is two steps ahead. Amon is a honourable man to a certain degree and also has compassion. He treats the fugitive he hunted, Ahriman, as a dear friend even in imprisonment. Amon is really a sad person. A witnes and victim of so much calamities, he sees the oblvion of the Thousand Sons as something inevitable and seeks to speed it up, to decrease the suffering and despair. He gathers the other cabalites and other traitorous marines, hungry for sorcerous power with one goal in mind - the burning of Sortiarius (the new home of the Thousand Sons legion), the annihilation of his legion and of his primarch. Amon has forsaken hope and has given himself to despair.
This is what disitnguishes him from our protagonist, Azhek Ahriman. Ahriman is a fascinating character, and no matter what are the others strong points of the book, he is the main star.
In the beginning, Ahriman has forsaken his name. The sorcerer has suppressed his true power that lead his legion to horror and near extinction, to the point he is not sure he can access its full potential again (misplaced doubt as it turns out later). Ahriman is annoyed at the members of the Harrowing, that he sees as destructive barbarians but constantly reminds himself that he is truly not better.
As mentioned above, Ahriman pursues the daemon's words of hope, ins spite of his better judgement. Because, despite all his intense self-hatred, Ahriman still hopes for deliverance. For hope is what defines Azhek Ahriman. Near the end, the techpriest Carmenta asks him why he let her live, why did he forgive her betrayal. His answer: "We must all hope that betrayal can be forgiven".
One would expect the Rubricae to feel betrayed by him, if they could feel anything. In the presence of Ahriman something unexpected happens - mayhap because it is none other than Ahriman, the Rubricae animate and one of them grabs Azhek by the throat. Affter a few moments the Rubric (Helio Isidorus from "All is Dust") releases him. The scene is touching. Ahriman swears to never utilzie the Rubrics as slaves (according to him such is the sentiment of the other Thousand Sons sorcerers).
Ahriman is compassionate to a degree, as Amon and as Amon he is polite in his demeanor. He is, above all else, determined to see the Rubric fixed. He is willing to exploit codes of honour and customs to his advantage, to withold the truth. He does share with his crew his shame when the shit hits the fan. Truth is something Azhek has troubles with - he has the habit not to tell everything that may be of interest to his companions, but manages to overcome this to a degree.
Ahriman is willing to go to extremes and the members of his crew realize this. Some of them think, independently of each other, that Ahriman will lead them to their deaths. Still, they follow - because he is charismatic and optimistic, he embodies hope for a better tomorrow in a bleak and cruel world (characterized by the words "Grim Darkness" and "Only war").
In the end, Ahriman accepts his power and true standing to accomplish his goals. It remains unknown in the end if he has overcome his previous arrogance.
Ahriman, in the beginning of the novel, does not believe in fate, but in the end he beleives. And his response to the revelation is to "wage war against fate". He hopes for victory, but the irony is that Tzeentch is not only the god of fate - he is also the god of hope.
The novel is the first part of the novel and this can be felt - by the twist and by the ending. If this a positive or a negative, everyone must decide for oneself.
The good is almost perfect to me. Unnecessary wordy descriptions and frustrating little emphasis on interesting characters make the "almost" part true. But, we must hope that the next two novels will remedy this.