Literary rating: ★★★½
Kick-butt quotient: ☆☆
Taryn St. Giles is an out of work archaeologist, who has taken up bounty hunting in order to pay the overdue rent, after the untimely death of her current patron. However, her latest target turns out to be considerably more than she can handle. For Alric is a master of both disguise and hand-to-hand combat, and Taryn’s pursuit of him rapidly entangles the heroine in a deepening web of magic and intrigue. The titular artifact – which doesn’t actually show up until well into the second half – is a potential gate, which could open a doorway and leave this world a thoroughly unpleasant place for just about everyone. Fortunately, Taryn has friends both academic and physically-inclined on her side, as well as a trio of semi-domesticated fairies. Though the last-named are engaged in their own war, with a local family of squirrels.
That last sentence should give you an idea that this is not a novel which takes itself, its world or its heroine entirely seriously. And that’s half the appeal, with Taryn being a snarky yet persistent little tomb raider, who is genuinely appealing. Her curiosity is forever getting the better of her – but she has to rely much more on her wits than any Lara Croft-esque antics. Well, except when intoxicated, when she gets a bit… strange. That change manifests itself in a couple of different ways, at least one of which proves essential to the plot at the climax. It’s the only true major set-piece in terms of direct action involving her, but Taryn’s other qualities – bravery, loyalty, inquisitiveness and a moderate resistance to magic – are sufficient to get her over the threshold here. Indeed, it came as a surprise in the middle of the book, when she explicitly stated she has “no real skill” with weapons.
This wasn’t the only unexpected twist. While there are references to trolls, elves, etc. it also turns out that one major character is mostly feline and another is (I think) snake. That aspect of the world could have been made a great deal clearer. Otherwise, however, Andreas has a good eye for quirky personalities. Particularly outstanding are the trio of fairies – Crusty Bucket, Garbage Blossom and Leaf Grub – and their monarch, “High Queen Princess Buttercup Turtledove RatBatZee Growltigerious Mungoosey, Empress of all.” Glorious.
Both Taryn and Alric appear to have their share of dark secrets buried in the past – very deeply buried, in her case. While I strongly suspect there will be more romantic tension down the road, those aspects are kept light here. Indeed, Taryn’s spectacular fail of a dating experience, chronicled here, would likely put me off the opposite sex for quite a while. It works perfectly well as a standalone book, building to an appropriate finale and wrapping up most of the immediate loose ends, yet leaving enough intriguing questions dangling. I’m left inclined to pick up the second volume.
Author: Marie Andreas
Publisher: Amazon Digital Services, available through Amazon, both for Kindle and as a printed book.




Director Cimber seems always to have had an interest in the action-heroine genre, having previously directed Lady Cocoa, he’d go on to do Yellow Hair and the Fortress of Gold , also starring Landon, and work on Gorgeous Ladies of Wrestling. But this was likely his best work, a rather inspired Conan knock-off, which both predates and is significantly better than Red Sonja.
Claire is the official “court assassin” to Mab, who is the Winter Faerie Queen. Her realm lies in a world parallel to ours, but separate from it, and inhabited by a slew of creatures we humans know only from myth, who can travel back and forth to the mortal world. Mab traffics in “Dream”, which is somewhere between a food, a drug and currency for her citizens, and the product of human emotions, particularly in group settings such as concerts or other shows. However, someone is muscling in on her turf, with the intent of controlling the Dream, and she unleashes Claire to track down the culprit, who turns out to be the ‘Pale Queen’ of the title.
The rating here is largely based on my (I’d say, not unreasonable) expectation going in, that this would be actual animation. It isn’t. This appears to be, what I’ve since learned is called, a “motion comic”: think of it more as an illustrated radio play, with voice actors playing the parts in front of somewhat animated panels. And when I say, “somewhat”, I mean there is typically no more than one thing moving on them e.g. a character’s mouth. I can see comics for which this approach would work; unfortunately, a heavily action-oriented story such as Red Sonja is not among them.
Given the cover, you might reasonably have expected one of the above, but if you saw the rest coming, you’re a better judge of cinematic dreck than I am. It’s hard to work out exactly who would form an overlap between the various potential audience sections here. And even someone not averse to any of the categories (I’d probably qualify) might well be turned off by the poor production values and overall shoddy quality of this.
I think it was only as the end credits were rolling, that I perhaps appreciated this series fully. Sure, in many ways, these films have been a poor man’s Lord of the Rings knock-off, with a disparate band of hardy adventurers on a quest to stop Ultimate Evil (TM) from taking over. But, dammit, I found myself enjoying them, appreciating their smaller-scale charms and actually liking the characters – possibly even more than Frodo. While this finale doesn’t sustain the non-stop pace of its most recent predecessor, it does a good job of tying up all the loose ends. And if you’ve watched all five, and don’t have a slight moistness around the eyes at the end, you’ve a harder heart than I.
Shanti is a bad-ass. Not that you’d know it when we first encounter her, staggering through the wilderness on the edge of death, after an ill-considered choice of route as she escapes from… Something. We’ll get back to that. Fortunately, she is found by Sanders, a career soldier from a nearby city, out on a training mission with a band of raw recruits. They take her back to their town, where she’s nursed back to health – then the awkward questions begin, concerning where she was going and precisely why she was carrying weapons. But the key turns out to be Captain Cayan, who possesses the same psionic warfare capabilities as Shanti; except, he’s all but unaware of it, a sharp contrast to her finely-honed and practiced expertise.
This will be a slightly shorter review than usual. For there’s not much to say about a film which runs only 77 minutes, yet still somehow managed to feels both confused and full of unnecessary padding. “Well done”, maybe? Certainly, as a model of what
I initially thought I had a fairly good handle on where the first book in the Immortal Vegas series (currently at six entries, plus a prequel) was going, with a Lara Croft-esque lead, who specializes in locating and recovering ancient artifacts. You can also throw in fragments of The Da Vinci Code, since she is hired to retrieve a relic from the secret basement beneath the Vatican, and is going up against a cult of religious, Catholic fanatics. But it somehow ends up taking a sharp right-turn, ending up in a version of Las Vegas where, just out of phase with the casinos and hotels, lurks a hidden dimension of other venues, populated by…