When the Everchosen calls, the tribes of Chaos answer his warcry. Each does Archaon's will in their own way, and each has a part to play in the war to control the Mortal Realms. These are their stories.
READ IT BECAUSE Discover six of the tribes from the Warcry game with six incredible tales that showcase the wide variety of ways in which the servants of Chaos wage war.
THE STORY In the twisted remains of the Eightpoints, Archaon has raised the Varanspire as an indomitable bastion against the puppet forces of Order. From its halls, the call of the Everchosen resounds across the Mortal Realms, summoning the worthy to his side. This is a deadly odyssey, for the Exalted Grand Marshal has no use for the weak. Rival warbands of every stripe battle across the wastes of the Bloodwind Spoil, a land filled with unspeakable horrors, to earn Archaon’s favour. Some, such as the Iron Golems, use brute force and unwavering discipline to achieve their ends. Others, like the Corvus Cabal, strike from the shadows, cutting throats and taking trophies of their hunt. All seek to claim their rightful place at the Everchosen’s side, but few will survive even their first nights in this tormented domain.
This anthology brings together six brand-new stories, chronicling the perilous journeys of some of the Mortal Realms' most horrifying warbands: the Unmade, the Iron Golems, the Splintered Fang and more, from authors including David Annandale, Josh Reynolds and David Guymer.
CONTENTS The Harrower by David Annandale The Method of Madness by Peter McLean The Devourer’s Demand by Ben Counter Proving Ground by Sarah Cawkwell Eight-Tailed Naga by David Guymer The Iron Promise by Josh Reynolds
What a boring collection of fantasy stories. There is no tension or suspense and there is an abundance of violence which possesses all the finesse and subtlety of a brick through a windshield.
The reason for a lot of these issues stems from the fact that this novel is designed to sell a sister product. As a result most of the main characters have a LOT of plot armour and the authors don’t disguise it very well. Another stems from the fact that half these characters can sustain injuries that should, if not outright kill them then at least render them disabled in some way. The level of damage some of these characters sustain is absurd! I know some of them are enhance or imbued with dark magic but it becomes tedious after a while. As for character motivations, they were all fairly straight forward and while you may find yourself invested initially, by the end you just won’t care.
It’s not all bad of course, there are a few bits and pieces that were interesting and all the authors pros were technically competent.
Aside from that, don’t waste your time. I know for a fact that some of these writers are very talented but this was a very sleep inducing.
The first story in the collection is actually quite good. The main character's motivations, while alien, are nevertheless understandable and interesting. There's an escalating technicolor grotesquerie on display that is enjoyable to ride along with. The ending is weak, which is usually a mortal sin, but the images in the story are very strong, and hey, it's short.
The Method of Madness, by Peter McLean.
There are two issues with this second story:
1. The main character's motivation isn't clear until about three-quarters of the way through the story, and the cause of that motivation doesn't occur until about halfway through the story, so what he is doing in the beginning and why he is where he is doesn't make any sense.
2. There's a point where the main character is trying to poison someone and he is asked to taste the poisoned liquor himself to prove it's not poison. He is shocked that he would be mistrusted so and he hasn't planned for this - in a city where corpses hang from the water pipes and blood rains from the sky. Like, what?
It's a fun story, but there are battles that have nothing to do with anything (and saying it's a Warhammer story is no excuse.)
The Devourer's Demand by Ben Counter.
I put this as the second-best story ahead of The Harrower, above. We have a protagonist with clear goals from the start, goals that force him to come to grips with his flaws to get what he wants: wouldn'tcha know, a story! This doesn't have the strongest imagery in the book, but it is absolutely drenched in blood, which is a plus.
Proving Ground, by Sarah Cawkwell.
Definitely wins the title for worst-written, with overwrought and flabby prose. It's 40 pages and it should be 20 at best. To add to that, the story has absolutely no stakes, so it's a real winner. The main character's goal is thin and unsupported and is really not much more than an excuse to write some battle scenes.
Just as the story is hitting the 3/4 mark and starting to actually gain some momentum, it halts entirely to display a fight scene where an unrelated-to-the-conflict-at-hand 3rd party enters, and is dispatched. All to no purpose.
Sidenote on Warhammer fiction theory: A big part of the point of Warhammer is to be as extreme and over-the-top as possible (not at all times, but certainly more than you might think). The big scary dude with nails in his skull whose main character attribute is being angry? His name is Angron. When it rains blood and pulped viscera from the sky? That's called a Gorestorm. So to have a main villain in this story who leads a snake-cult be named Ophidia is just...well, it's not clever but it's too clever to be the kind of stupid straightforwardness that Warhammer calls for. It is trying too hard and failing. Name her the Mamba or Lady Kobra or hell, if you've gotta be clever, name her Ana. But Ophidia is one layer too deep for Warhammer and too shallow for anything else.
Eight-Tailed Naga, by David Guymer
I see what Mr. Guymer was trying to do in creating a main character who is a random resident of the Bloodwind Spoil who rises to become the champion of a God-Beast, but at every turn this story takes the wrong turn. It is the definition of "things happen". There is little motivation, no choices or sacrifices to be made, no earned change. There is a cool bit about the God-Beast Nagendra that tells us a little about how the Mortal Realms works, which is nice if you're into that sort of thing. I think this is less bad than Proving Ground, but only just.
The Iron Promise, by Josh Reynolds.
This last story is the best - a very simple tale about debts owed and the brutal terms of their repayment. All the characters have clear motives and are as well-rounded as you can expect in a 30-page Warhammer story. The imagery is on par with that of the first couple stories, and there's a nice twist before the climax that kept me very engaged and wanting to know what happened next.
Endnote: There's something going on in all of these stories that I am beginning to recognize as a consistent trait of the "bad guys" in Warhammer fiction. No one cares about anyone else, which makes these stories a little exhausting to read. Everyone is looking to use everyone, which, okay, you can say "but they're the bad guys!" To which I respond: well, but, hey, even selfish people have relationships. Even cruel people have someone that they care about. And even if that's not true, the issue is that six stories in succession full of characters that don't care about any of the other humans they are working with is simplistic and boring. I enjoy the psychedlic gore, Games Workshop, but it would be so much more horrible and memorable if there were some psychic depth to it.
The Harrower by David Annandale - does what it's supposed to and shows you the mindset of the guys crazy enough to flay their own faces off and then cut off arms and legs because Chaos. If it were shorter (much shorter, like a third), it would've been palatable. As it was, the action wasn't gripping enough and it felt like a slog. The Method of Madness by Peter McLean - this one was rather enjoyable, if a bit too predictable and straight forward (which is a faux-pas in my book when it comes to anything Tzeentchian). The Devourer’s Demand by Ben Counter - suprisingly decent and enjoyable Proving Ground by Sarah Cawkwell - this story starts with a ncie insight into the workings of a corvus warband, which is good; unfortunately the rest is boring action with an ending that has no meaning. Eight-Tailed Naga by David Guymer - plot felt implausible, frankly, but the twist regarding the "naga" was cute. The Iron Promise by Josh Reynolds - short and almost sweet, marred however by the author's apparent lack of knowledge regarding ancient roman terms like "signifer" (in the book it's signifier everywhere).
Not really sure how to review an anthology, as at the end of the day it’s a book of multiple unconnected relatively self contained stories. So if you’re looking for arcs or well rounded characters, they you’re probably gonna be disappointed. As there just isn’t enough time for that, and therefore many of the main characters fall into stereotypical roles.
However, the stories themselves are very compelling, exciting and intriguing. Obviously some are better than others, and a lot of it will be personal preference. But there’s enough here to recommend it.
While there are a couple of gems within this anthology, overall it falls pretty flat compared to the usual quality of story produced by the same authors. I was particularly disappointed with the story 'Eight-Tailed Naga' where all of the metaphor used was painfully linked back to the group being heavily associated with snakes. While I do exaggerate, it gets to a point where it's basically "And he snaked snakily, snaking him with his snake stuff until he snaked it."
Warhammer books have always been about promoting the figures and tabletop wargames that Warhammer puts out, that should be of no surprise to anyone who picks up any black library publication. However most of the time the books published by black library are books in their own right and a commercial second, with Warcry, that balance is perhaps not reversed but the balance has shifted quite a bit.
That is not to say that the stories (it is an anthology) are not entertaining or badly written but rather that unlike most Warhammer books I have read (a lot I might add) I felt like the stories have little more to offer than a presentation of the gimmicks of the warbands on sale as part of the wargame with the same name, warCry.
Six stories each featuring a warband who fights another warband from the warCry collection and giving the reader and hopefully player a taste for what their favorite warband would be. But what all of it severely lacked, was grounding. Yes we get to see the gimmicks and some lore but I could not shake the feeling that it all felt shallow and I think that has to do with the different ambitions of age of sigmar as compared to the now called old world Warhammer.
Age of Sigmar is all about giving freedom to the players to redesign and combine figures to their own liking while old war Warhammer was all about fighting out the battles and rivalries almost set in stone by the lore. Unlike many fans of the old lore, I was and still am all aboard for the age of sigmar idea but I have come to realize that the freedom for the players to customize has come with a price for the fans of the lore like me and warcry is a prime example of that.
What warcry lacks is a context that I care about. Why should I care if the warbands succeed or not if the locale that they fight is irrelevant for the bigger picture. That is not to say that it is a story of pointless madness because I am told that what they want really is important, but is it really? This is not like Zhufbar or Altdorf whose fate lies in the balance and the outcome will effect the wider lore or even a segment of the chaos realm whose destiny shakes up the balance of power between the chaos gods, but a vague location which we never really get introduced to and whose relevance is not explained.
At this point it did remind me of something else, Necromunda. The scifi Necromunda series in the blacklibrary has a similar built up as warcry does. In Necromunda we get peculiar gangs with distinctive gimmicks fighting each other for control over segments of the megacity, hive primus underbelly for promises of glory, survival and a chance to prove their strength and worth. Their battles also don’t affect the wider outcome of anything but the very local context they fight and die in. Like the warcry warbands, the gangs are members of a wider group thus we get a gang of goliath or house Esher who are distinct yet adherent to a core identity thus allowing players to customize as they wish. But the difference is that Necromunda is memorable where as the locale of Warcry I have already forgotten. Necromunda works as a setting because it is a living entity while Warcry has a backdrop stage that is stale and a bit bland.
Sowhile I do like the effort put into making warbands as creative and fun to play as they have and the stories are perfectly entertaining as it is. Ranking them I would do as follows; 1 The Iron Promise 2Proving Ground 3 The Devourer’s Demand 4 The Harrower and a share 5th for Eight-Tailed Naga / The Method of Madness which I did not like very much. From these I have to add that the Iron promise was a bit the odd bird out. The Iron golems warband did not fight another warband of the game and they had a clear goal that felt relevant to a wider context. I wonder why this one was allowed to be more of it's own thing. It makes me wonder whether it was at one point a pitch for a standalone book that got condensed to be added in the anthology.
In conclusion, I feel like they really need re invision how to tell the lore of the age of Sigmar. As I said with my review of Ghoulslayer (the somewhat lackluster comeback of Gotrek Gurnisson) what Age of Sigmar needs is a core of survivors of the past age who have not become the gods of this new setting (Sigmar and Nagash) or their prime agents (Arkhan, Teclis). A group that could comment, witness and try in vain to influence events. If Age of Sigmar is not about locations, let individuals be the grounding of the Age of Sigmar in its place. It would help make adequately fun stuff like WarCry be what it can be.
Visceral, bloody and cruelly imaginative. This is a trip into the nightmarish Chaos Wastes, that place from whence the hordes comes to brutally attack my forces in Total War. The action is exciting, the description of the Eightpoints suitably pitiless, and the end of each tale from a "And they lived happily ever after." I do think gamers & readers already familiar with the world will get more out of this. Being a novice, I felt that a lot of the names dropped, the places encountered, and the marauding war-bands, many should have had more significance. My layman's knowledge did not allow me to fully appreciate all that was written. But still a bloody good romp into blood-soaked territory!
When buying an anthology, it's not uncommon for the writing to be uneven, as you have multiple authors telling their own stories. There will be stories you like, and there usually will be stories you don't like.
It means that anthology purchases are a gamble: Will the good outweigh the bad?
In this case, the answer to that question is a resounding 'no.'
I made it 55% of the way through this before I gave up. If there's a good story in here, it's not in that first half. Most of this read like high school writing assignments, where the students were trying to shock or gross out the teacher.
Not the Black Library's finest book. Some nice insights into the new Warcry factions, and more female characters than normal, but none of the stories really popped. You can tell the authors were writing what they'd been told to write, not what they wanted to :D
Josh Reynolds' story was likely the best. The short stories had a great deal of action and added flavor to the various warbands. It made me want to buy some plastic, so mission accomplished. Nothing terribly satisfying overall.
Some of these reviews express disappointment. I think that if you are looking for stories about the Warcry setting you will be very pleased. The tales in here describe it well. I enjoyed it a lot.
A perfect introduction to the tough world of the Eightpoints and the perfect companion for the Warcry tabletop game. Will be a bit confusing for readers not familiar with the game though.
Of -course- the first story was about the Unmade. Aviliciousness about the Unmade's sadomasochism aside, each story gave a good glimpse at what makes each warband unique and deadly. I would have liked them to be just a tad longer, to allow for more characterization of the protagonists. These factions have all just recently been introduced to the AoS setting, so I would love to get more into their heads and home cultures. As long as you know what you're getting into (violent barbarian-esque fantasy), this was a fun read.
This was an outstanding collection of fantasy stories, gritty dark fantasy, that highlights the Chaos aspect of the Age of Sigmar setting. The plots are quick and action packed and the characters are interesting. I’m definitely interested in the Warcry game.
I was extremely excited for the release of this anthology as I has preordered the game it is based on. I enjoyed each story and the insight they have to the games many factions.
Makes the actual tabletop war game more immersible by providing deeper insight into the lore, mythos and cultures of each war band. all of which are very interesting.