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288 pages, Mass Market Paperback
First published January 1, 1999


by William King
'Space Wolf' is a Black Library novel by author William King, set in the infamously grim-dark future of the 41st millennium (Warhammer 40 000 by Games Workshop). Newcomers to this world will find that King crafts a straightforward but entertaining story around a strong central character; those who are already familiar with Warhammer 40 000 (affectionately known as '40k' by fans) will also appreciate his deft treatment of the universe's intricate lore.
At first, King keeps us carefully in the dark about the particulars of the wider 40k universe. Instead, he focuses on one person. Ragnar Blackmane is an uncommonly fierce and competent young man, even by the standards of his sea-faring warrior tribe. Ragnar lives on Fenris, a planet infested by horrific animals, scoured by furious storms, and wracked by extreme seasonal climate variations; where everyone not related to you is probably an enemy; and everything bears an uncanny resemblance to Earth's Nordic countries. Think 'space Vikings' and you're not far wrong.
Fighting under the eyes of the fabled Choosers of the Slain, Ragnar slaughters his foes before finally succumbing to death. He awakens to find that he has been selected by the Choosers, but what follows is not precisely what he expected. Ragnar and his former enemies are forced to contend with a gruelling and humiliating training regimen, during which they gradually discover more about both themselves and the mysterious Space Wolves.
The plot is reasonably straightforward and simple to follow—especially if you are already a 40k aficionado—but King deserves praise for the care he has evidently taken to ensure that the story is coherent in and of itself. Newcomers are likely to be quickly caught up in the scale of Ragnar's world, and then the escalation of scale which happens in the book's later acts.
King uses each new development to weave an engrossing commentary on weighty themes including honour, duty, and self-control.
I usually re-read this book every few years, and each time I enjoy Mr King's careful and deliberate treatment of Ragnar Blackmane; he lends Ragnar a wonderful complexity for a character which could otherwise be dismissed as a stereotype from a geeky game! King's writing is well-paced, interesting, and tense, and stands solidly on its own merits.
The teenaged Ragnar Blackmane is already a formidable warrior and leader. He is preparing to complete his rites of initiation into adulthood—and beginning to notice the local girls—when he and his tribe are suddenly visited by a mysterious man whom they believe to be a powerful sorcerer. During a risky sea voyage the wolf-like stranger, Ranek, reveals that he is one of the legendary Choosers of the Slain, near-mythical beings who select the most ferocious and capable of their planet's warriors for service to Russ, the god-figure of his people.
After returning to their island home laden with riches and less one sorcerer, Ragnar's people—the Thunderfists—find themselves assaulted by a rival tribe known as the Grimskulls. Ragnar takes his vengeance upon the interlopers, but eventually falls, fury spent, at the hands of a Grimskull youth named Strybjorn. Even so, Ragnar manages to take his enemy with him. This marks the end of the first act.
He re-awakens, courtesy of technology which he believes to be magic, and discovers that he has been Chosen. To Ragnar's utter dismay, Strybjorn has also been resurrected.
Expecting to be accepted into Russ' glorious legions, they are instead taken to a wilderness training camp and forced to work alongside new companions—most of whom despise one another—and complete a deadly program of physical and mental training. This infuriates all of them; they were the Chosen, so why were they being treated as disposable, pathetic? How could the legends be so wrong?
And why could Strybjorn not remain dead?
Eventually, Ragnar and his surviving companions (of which there are few) discover that there is a reason behind the relentless winnowing and testing; only the strongest of body and will can survive the process of becoming a Space Wolf.
The group are eventually relocated to The Fang, the mountain home of the Space Wolves. These super-humans have been genetically, surgically, and mentally enhanced to become some of the most elite fighters in all of the galaxy-spanning Imperium of Mankind. We transition from acts two to three as Ragnar learns that he and his companions must receive the Canis Helix, a genetic implant which will either set them on the path to glory or turn them into a raving beast. All he has to do is survive and master his inner beast… and pass one final test.
In the fourth and final act Ragnar is inducted into the Space Wolves proper, becoming a low-ranking member known as a Blood Claw. Unknown to all, agents of a rival power are amassing a hidden force beneath the frosts of Asaheim, which culminates in the newly-fledged Claw's first encounter with a formidable Chaos sorcerer, Madox.
King does a good job of balancing quantity and quality when it comes to characterisation. Ragnar is undoubtedly the centre of attention, but the supporting cast is entertaining and really helps develop his struggles. At times you will find yourself chuckling along; at others you will feel the sting of perceived injustice.
Two key characters help King to explore opposing facets of Ragnar's personality. On the one hand is Strybjorn Grimskull, the proud and brash object of Ragnar's loathing; on the other is Kjel Falconer, a humble and quiet warrior for whom Ragnar develops a liking.
King never questions whether Ragnar was right to kill Strybjorn—after all, Ragnar's deeds would be considered both honourable and noble by Fenrisian standards—but he certainly does an excellent job of showing that Ragnar is wrong to hang onto his hatred. We are repeatedly shown that Blackmane is exceptionally quick to adapt to new circumstances, yet he clings to the core of hatred which is the only reminder of his past life. This simmering loathing doesn't have a chance to turn the reader against Ragnar though, because Strybjorn clearly despises him and reciprocates all of Ragnar's feelings. This persists until the conclusion of the novel, where both men put aside their hatred in order to pursue duty and the service of a greater good. Ragnar shelves his loathing and Strybjorn puts aside his pride, and together they are able to defeat Madox. This essentially concludes Ragnar's (and Strybjorn's) character arcs in this novel.
Kjel, on the other hand, almost immediately befriends Ragnar when they meet in Russvik. He is one of the few aspirants that shows any sympathy for the demise of the Thunderfists; the pair save each other's lives on multiple occasions during their training; and Kjel sometimes steps in to prevent Ragnar and Strybjorn from fighting. In effect, Kjel becomes Ragnar's advisor, friend, and right-hand man. This situation changes dramatically once they receive the Canis Helix. Ragnar masters his inner beast, but Kjel becomes possessed and eventually becomes a Wulfen—a devolved but powerful beast—that stalks Ragnar during his final wilderness survival test. In one of the most emotionally powerful scenes in the novel, Ragnar slays the Wulfen, hoping against hope that it was once Strybjorn, only to discover that he had killed 'his only true friend'.
The remaining characters are intriguing and do make further appearances in sequel novels, where they receive more attention than they do here. Still, each person has some quirk or defining feature which makes them immediately memorable. Nils is always thinking of food; Lars has a touch of the weird; Sven is gruff but enjoys making inventive curses and complaints ("I wonder if they put this dog excrement straight into the [food tubes] or whether they add some cat puke into the mix first."). Coupled with the odd spot of banter, their interactions help keep the novel's tone from becoming totally bleak.
King draws on a number of elements of the 40k universe to touch on a variety of themes. In my opinion, the three which are most pivotal (and inter-related) are honour, duty, and self-control. These three threads are brought together through several plot devices.
The first indication that these themes will be cropping up repeatedly comes early on. Ragnar spears a sea dragon during a deadly storm, displaying self-control and commitment to duty. At the same time, he shows contempt for his fellow villagers who fail to manifest these traits. This shows that honour is also of utmost importance in Ragnar's mind.
The next major confluence of these themes occurs at the Gate of Morkai, a temple deep beneath The Fang at which aspirants are psychically tested for character flaws. Those who are found unworthy are allowed to die in a psychic stupor, a fate which Ragnar narrowly avoids. When he awakens, Ranek informs Ragnar that "No one has ever come closer to being failed. […] There is a flaw in you, boy, and it might yet be your undoing. […] You must decide what is more important. Killing your enemy or living your life with honour in the service of a great cause." This ultimatum haunts Ragnar throughout the remainder of the book.
The plot device of the Canis Helix follows shortly after. As far as the Space Wolves are concerned, if a person fails to integrate the Helix then they had an impure mind. This attitude is related to the aspirants through the tale of Wulfen, a jarl who imbibed the Helix and devolved into a dreadful beast to match his internal bestial nature. They are told that if they receive it with evil in their hearts they too will become beasts. In addition to highlighting the above themes, this explanation really adds some depth to Ragnar's relations with Kjel and Strybjorn. We, the readers, are aware that much of the Space Wolves' technology has been mysticised over time, and that their explanation of the Canix Helix's success or failure might be totally wrong. This raises the question of whether Kjel, Ragnar's friend, was truly impure of heart or merely unlucky. Similarly, was Strybjorn actually pure of heart, or just pig-headed and powerful enough to survive its brutal effects? Either way, Ragnar does not take this into consideration; he must come to believe that his friend was fundamentally flawed, inferior even to his most hated enemy.
The final collision of honour, duty, and self-control comes in the Chaos temple in the novel's closing act. Here we see Ragnar truly tested, his flaw—hatred—exposed to the full corrupting power of Chaos, and we see him succeed through exercising honour (saving his comrades), duty (in this case, defying the allure of Chaos and acting in the best interests of the Space Wolves), and self-control (denying his desires and acting in accordance with reason). Through these, Ragnar bests his hatred and defeats Madox, a Chaos sorcerer who is a manifestation of dishonour, hatred, and self-centredness.
Some may be put off by the distinct lack of women in this novel, but it does fit the setting and mythos to a tee. I don't see how adding more diversity to the cast would have enhanced the novel in any way, as it's really about Ragnar anway.
If you are a fan of fast-paced novels, this may not be for you, as a significant chunk of the book is spent in introspection. If, on the other hand, this sort of slow burn appeals to you, you will be in good hands.
Apart from these very minor points I have very few problems with the novel, and have only docked one star because it is largely a derivative work (although, as I mentioned above, well-treated and worthy of respect in its own right).
This novel is followed by a number of sequels. Of these, my personal favourite is 'Wolfblade' because it explores some very interesting parts of the 40k universe—old Terra itself, and the strange mixture of poverty and extravagance which doesn't, at first glance, seem like a sensible place for a Space Wolf. Who would have expected a political thriller novel based on a sci-fi Viking!