Review: Warbound by Larry Correia

Gritty urban fantasy adventure set in an alternate noir 1930s

Click here for the TL;DR

Warbound is the third book in the Grimnoir Chronicles, and marks the end of a trilogy.  I will have to get around to reviewing the first two books (Hard Magic and Spellbound) at some point, but I finished the eARC (electronic advance reader copy) last week and it is still fresh in my mind.  This review will be both a general overview of the series as a whole and a review of its conclusion, Warbound.

The Grimnoir Chronicles is an alternate-history/fantasy set in the 1930s.  Sometime in the 1800s, individuals began manifesting magical abilities.  Individuals exhibit a specific power, which by the time of the story have gained common nicknames.  “Heavies” (or as one of the main characters, Jake Sullivan, likes to call them “Gravity Spikers”) can manipulate gravity.  “Fades” can cause their bodies to become insubstantial and walk through walls.  “Movers” can move objects telekinetically.  “Travellers” can teleport, and so on.  The magic is both varied and interesting.  Correia starts slow with what is possible and gradually expands what each type of magic user, or “Active”, can do, whether through increased strength, skill, or creativity.  It’s always great to see an author set up a system and then surprise you with creative uses for the powers they have given their characters.

In the aftermath of the Great War (WW1 for you non-history folks), Japan has emerged as the major world power behind the strength of the Chairman, an incredibly powerful Active, who can use any type of power and seems to be immortal.  Japan, known as the Imperium, has conquered China and most of Asia, solidifying their power.  They take and control all of the Actives in the country, teaching and training them in special “schools”.  They also use the conquered people as subjects for magical experiments, constantly seeking to expand and increase their magical knowledge and abilities.  Russia has, under Stalin, followed a similar path and keeps their magicals in camps and gulags.  The United States has largely avoided this path, and American Actives are free to go about their lives normally, with a few exceptions.  There is a definite anti-magical prejudice in certain regions and in certain groups, up to and including violent reactions.  At the start of the series, one of the main characters, Jake Sullivan, is locked away in a special prison after killing a crooked sheriff after a young Active boy was killed.

I love how Corriea has woven the real history of the period so seamlessly with the fantasy. Each chapter starts with a quote, whether historical or fictional. I believe all of the quotes that don’t mention magic are authentic, and I was familiar with most of them. Apparently many people were upset about a quote from Woodrow Wilson that was strongly pro-KKK, not realizing it was an actual quote from Wilson. History has plenty of interesting tidbits if you dig into it! One chapter of Warbound opened up with one of my favorite quotes from GK Chesterton. I was so excited that I had to immediately tweet about it.

I also enjoyed the almost “secret history” aspect of magic as it relates to many famous individuals. Babe Ruth was a Brute. Nikolai Tesla and Thomas Edison were Cogs. While it’s common knowledge in this universe, it almost makes you think these incredible individuals were magic in our world too.

Thanks to the success of the famous “Cog” (an Active whose magical ability deals with superhuman intelligence or creativity in a given field) Ferdinand von Zeppelin, the main form of air travel in the Grimnoir Chronicles is not airplanes but airships, which is awesome.  Airships are very cliché in steampunk, but you don’t see them so much in urban (or in this case, noir) fantasy.  It’s easy to see why zeppelins and airships have become a cliché in steampunk…they’re so damn cool!  It really is a much more romantic idea of flight.  It’s a shame that our timeline took a different track.

The main characters are all members of a magical society known as the Grimnoir Knights.  The Knights are a worldwide society of Actives who seek to protect magic users, as well as make sure magic users don’t become a threat to peace and security.  They stand in opposition to the Chairman and the Imperium.

From here on out the review will contain spoilers for all three books.

The major conflict of Warbound entails stopping the Pathfinder, a sort of scout for a creature known only as the Enemy, which has chased the Power (it was revealed in the first book that the Power is a living creature which grants magical ability in a symbiotic relationship with humans) from world to world, devouring everything along the way. Jake Sullivan leads a strike team deep into Imperium territory in order to discover where the Pathfinder is, as well as how to stop it.

There are two major subplots. One involves Francis attempting to deal with the US government taking steps to register and roundup Actives. One of the earliest scenes in the book has Francis in a meeting with President FDR. It was one of my favorites in the entire book. Unfortunately, this plot largely drops off for most of the book, and only plays minor role in the end. I understand the need to focus on Jake and Faye, but I would have enjoyed more of Francis vs FDR.

The other plotline has Faye in Europe, trying to better understand what it means to be the Spellbound, under the tutelage of one of the Grimnoir Elders who sought to have her killed. I liked a lot of the scenes here, especially her talent with mazes (foreshadowing!), as well as finally getting a look into Dead City (Berlin). I did feel that some of Faye’s story was a bit rushed, especially towards the ending. I understand that the nature of her power as Spellbound allows for this sort of rapid ramp up, but it just felt a bit too quick of pace for me.

My favorite aspect of Warbound had to be the relationship between Jake Sullivan and Toru, the disgraced Iron Guard. The grudging respect between the two was fantastic. I think Corriea writes villians better than just about anyone. Madi, the Chairman, Crow, all fantastically complex characters. Though technically not a villain, I’d put Toru in there with them.

Of course the action is fantastic. If Correia is one of the best at writing villians, he’s THE best at writing action. MHI had great fight scenes, but Correia’s mastery of his magic system takes the Grimnoir Chronicles to the next level. If anyone asked me who to read if you want to get better at writing action, I’d recommend Correia without hesitation. Jake’s entrance for the final fight was awesome.

Overall, the trilogy was excellent. One of the best reads for me in quite a while. It was very well plotted and paced. Everything was well foreshadowed without giving too much away. No Deus ex machina, nothing out of left field. I thought that stakes were continously raised, though not always as you’d expect.

The main plot of the second book, Spellbound, was actually a bit of a step back from Hard Magic. The Chairman was a larger than life, international/worldwide threat. In comparison, the Grimnoir’s fight against Crow and the OCI was much smaller scale. However, Corriea took the opportunity to up the personal stakes for Faye by revealing the truth of the Spellbound curse, as well as introducing the threat of the Pathfinder without getting into it directly. I thought it was an interesting and unique way to structure the trilogy. Usually it’s just a constant ramp up.

The Grimnoir Chronicles trilogy was one of the most enjoyable reads I’ve had in a long time. The setting is fantastically uncommon, the characters are complex, the plot is compelling, and Corriea is a master of action writing. I’d recommend the trilogy to anyone, especially if you’re already a fan of MHI.


Papers, Please.

A Dystopian Document Thriller.

The communist state of Arstotzka has ended a 6-year war with neighboring Kolechia and reclaimed its rightful half of the border town, Grestin.

Your job as immigration inspector is to control the flow of people entering the Arstotzkan side of Grestin from Kolechia. Among the throngs of immigrants and visitors looking for work are hidden smugglers, spies, and terrorists. Using only the documents provided by travelers and the Ministry of Admission’s primitive inspect, search, and fingerprint systems you must decide who can enter Arstotzka and who will be turned away or arrested.

“Papers, Please” is, quite simply, a triumph of game design.

Looking at the game as a simple list of mechanics, it’s nothing special. It’s essentially a “spot the difference” game. However, a few simple design choices make all the difference and turn it into one of the most addicting and compelling games I’ve played in a long time.

The theme makes the game.  It’s an entirely believable setting and situation; I could imagine this being based on real events in Eastern Europe during the Cold War.  The crushing poverty, the political instability and paranoia.  It all just works.

The addition of time constraints is an obvious addition to a game such as this.  It sets up a conflict between being thorough in your checks and getting as many people through immigration as quickly as possible.  Making a mistake can result in being penalized.

Of course, this addition by itself is not what makes the game so genius.  You receive money for every immigrant you inspect.  At the end of the day, you get a very simple menu showing your income and expenses.  Rent, food, heat, etc.  You also are caring for your family; you have a wife, a son, as well as your uncle and mother-in-law living with you.  Sometimes they will get sick and you need to purchase medicine for them.  Sometimes you won’t have enough money to care for everyone.  You never even see your family members, but it’s still a gut-wrenching moral decision to skimp on medicine for your uncle and mother-in-law to afford food for your wife and son.

Other moral quandaries arise during your work day. A young girl slips you a note that a man is getting her into the country so that he can sell her into sex slavery.  A husband is admitted into the country, but his wife doesn’t have all her documents. Do you admit her, even though it will cost you money you need to keep your family alive?  This is how morality is best handled in games.  You don’t give people Good or Evil points; you simply put them in tough situations and make them decide what the right thing to do is.  You don’t judge them, you make sure they know the consequences beforehand and let them weigh their options.  Some  will do whatever is the “best move” as far as the game in concerned, but for others it will be painful, and therefore meaningful.

It’s an incredible simple yet deep game.  It demonstrates how a solid theme can inform mechanics, and how a few mechanics mixed with the pressures of time constraints and moral decisions can create a rich, engaging, and addicting experience, without having to spend millions of dollars on fancy graphics or effects.

“Papers, Please” is still in development, but you can download a free demo here

Review: Promise of Blood by Brian McClellan


Click here for the TL;DR


Promise of Blood is the debut novel of Brian McClellan, the first in a planned trilogy.  McClellan is a former student of Brandon Sanderson, and though this is not some sort of Sanderson-lite story, the influence definitely shows (in a good way).

As the first book in a planned trilogy, there are a few elements that I feel could have used more depth or explanation, but I will grant Mr. McClellan the benefit of the doubt that my concerns will be addressed later in the series.  Obviously I wish I would have had more clarity here, but it doesn’t ruin the experience.

Promise of Blood is an industrial-age fantasy novel, which is a nice change of pace.  It isn’t your typical feudal European style fantasy, but it also doesn’t veer off into the whole steampunk, alternate history sort of technology.  I like this time period, especially when mixed with fantasy.  Many people have a strongly negative reaction to the idea of mixing guns into their fantasy, but I feel that the weapons technology is still at a point where you can get the strong, heroic sort of action the fantasy reader is used to.  It’s the fantasy world taken through the Industrial Revolution and into a time period roughly analogous to the French Revolution/Napoleonic era.

The French Revolution parallel doesn’t just extend to the technology.  The book opens with a military coup led by one of the book’s main characters, Tamas.  Tamas is a Field Marshall (highest rank in the army), as well as a Powder Mage (which we’ll talk more about later).  They kill the King’s royal cabal (sorcerers, called Privileged) , round up all the nobility, and line them up for the guillotine.  From here we get into the main conflicts of the book.  As they died, each of the royal cabal whisper the same cryptic warning.  A mysterious Privileged escaped the attack and is now at large.  A rival kingdom is poised to take advantage of the domestic strife.  All of these plots are woven together at various points and reach a fairly satisfying conclusion at roughly the same time.


Promise of Blood follows three main characters.  All three have their own plot, though they intersect at various points throughout the novel.  They also have their own “companion” secondary character.

Tamas is focused on the aftermath of his revolution, consolidating power and preparing to deal with the threats both foreign and domestic.  He is joined by his bodyguard Olem, a soldier with a Knack (another kind of minor, magical talent) that makes it so he doesn’t need to sleep.

Taniel, the son of Tamas and a skilled Powder Mage in his own right, spends most of the book chasing down the mysterious rogue Privileged, as well as dealing with various personal issues.   His companion is Ka-poel, a mute “savage” he met while campaigning in a foreign land.  She has some sort of magical ability that is unfamiliar to Taniel, but that is revealed as the story goes on.

Adamat is a retired police inspector who is called upon by Tamas to investigate the warning of the dying Privileged to not break “Kresimir’s Promise”.  He is later joined by SouSmith, a boxer who serves as hired protection during Adamat’s investigations.

All of the characters were well-rounded and interesting, but I think that for the most part the secondary characters stole the show.  Olem was by far my favorite.  He was, for me at least, the most relatable.  With the exception of his cool but fairly simple Knack, he’s a common soldier.  He’s tough, honest, loyal, and kind.  To use the cliche, Olem is the kind of guy you’d want to go have a beer with.  The best lines of dialogue in the book are Olem’s.

Ka-poel is probably the second most interesting character in the entire book. Even though she never says a single word, I’d say she’s the most expressive character we meet.  Her communication with Taniel is excellent writing on McClellan’s part.  One of the most intriguing threads throughout the novel is trying to unravel what exactly this little savage girl is capable of, and when you find out it certainly does not disappoint.

I found Adamat to be the strongest of the three main characters.  Like Olem, he has a simple Knack (he has an eidetic memory, handy for an inspector).  He’s just a good guy, a retired police officer, trying to get by in the world and support his family.  It creates a character that is very easy to empathize with and root for.  Unfortunately, I found his plot to be the weakest of the three.  It ratchets up towards the end, and he does discover some very important things, but they’re more needed as keys in the plot lines for Tamas and Taniel than they are for him.  I can see how it had to play out that way, but it’s a shame that the character I found to be the strongest of the three drew the short straw where the plot was concerned.


The magic in Promise of Blood is where it is most clear that McClellan is a student of Brandon Sanderson.  Sanderson is famous for his magic systems.  They usually play a very central role in his stories, and he does them very well.  McClellan is following a similar path here.

The magic is split into three separate types.  First, you have the Privileged.  The Privileged are the closest we come to a traditional fantasy sorcerer. They access magic by directly tapping into what is called the “Else”, and are focused on the Aristotelian elements (earth, air, fire, water, and the oft added fifth element of spirit, or Aether in Promise of Blood), which are woven together by using one hand to call a certain element and the other to direct it.  There’s a line, almost a throwaway, about how each finger on the Privileged’s hand is tied to a certain element, and the thumb being the strongest one.  That itself sounds interesting to me and I wish we could have gone more into it, though it’s tough without any of the main characters being Privileged.

Next, we have the Powder Mages.  Powder magic is a recent development, one that is strongly opposed by the more traditional Privileged, especially in the neighboring kingdom of Kez.  Powder Mages can ingest gunpowder (reminiscent of Sanderson’s Mistborn series) to enter a Powder Trance, granting them enhanced physical abilities, including eyesight, which is useful when you’re a sharpshooter.  They can also ignite gunpowder with their mind, as well as give little mental pushes to their bullets to make them travel farther and faster, or even cut around corners.  One of the things I didn’t like about this system is the lack of any clear downside or cost. Though a bit of lipservice is given to the dangers of becoming addicted to gunpowder (Taniel is portrayed in a way that summons the image of a Hollywood sleazeball taking a hit of cocaine), we don’t really see any negative effects besides a headache.  I think I recall that maybe he got a nosebleed once.  I would have liked to see more about the limits and costs of this magic use, though this is one of the things that we may see more of in the next two books.

The third type of magic is called a Knack. Knacks are really just special talents or attributes taken to an extreme level, like Adamat’s perfect memory or Olem’s ability to go without sleep. They aren’t the flashiest of powers, but in some ways they’re my favorite. I wish we saw more examples of Knacked individuals; I don’t recall any mentioned besides the two above. Sorcery and gun magic is cool and noteworthy, but Knacks are just so darn practical. Wish I had one.

Ka-poel has her own magic which is not explained in any real depth, but I’m sure we’ll find out more in the future installments. It seems somehow related to the magic used by the Privileged, but she also has some neat voodoo stuff going on.

Overall, I found Promise of Blood to be an enjoyable read and a fantastic debut novel. McClellan did a great job ratcheting up the tension, making me stay up late into the night to get a resolution.

The book isn’t without its flaws; the secondary characters generally outshine the main, and I at times found myself unsure about how effectively the pacing of the various plots was being handled (though part of that is a symptom of the book being the first of a trilogy, I’m sure). I also wish that there was a much clearer/more severe cost to the various magic systems, but that’s just a personal issue of mine.


You should buy and read this book, if for no other reason than to be able to make the hipster-y claim “I was reading Brian McClellan before it was cool” a few books down the road when he really takes off (which I think he will).