A Review of Warhammer: Curse of the Necrarch
Curse of the Necrarch
Steven Savile
BL Publishing (410 pages, $7.99, 2008)
Reviewed by Bill Ward
The world of Warhammer Fantasy borrows heavily from many sources, everything from Tolkienesque dwarves and Da Vinci-inspired machines, to Moorcockian chaos creatures, a Renaissance-era Holy Roman Empire, and monsters straight out of Dungeons & Dragons. But, maybe because it’s been around for so long or because it’s been so successfully added to over the years, the Warhammer world blends all these outwardly derivative elements into a setting that works very well — both as the backdrop for their fantasy game and as a surprisingly rich source of sword & sorcery and heroic adventure style dark fantasy fiction.
Steven Savile is one of the most skilled writers working in the Warhammer stables, and showcases his abilities nicely. Savile is primarily a horror writer, and his Warhammer fiction is imbued with a healthy dose of the morbid and the dreadful without ever forsaking the golden rule of Warhammer fiction – namely, putting the action first. Curse of the Necrarch is a standalone novel, but it matches nicely with Savile’s other Warhammer books in that its all about vampires and their undead minions.
But these vampires are not Bela Lugosi in a tuxedo, nor are they the sexy-chic goths of today’s urban fantasy. Instead they are withered, rotting, monstrous things, more akin to Murnau’s Nosferatu than Rice’s Lestat. Curse of the Necrarch opens with a confrontation with one such powerful Necrarch vampire, as Felix Metzger, hereditary Lord of Kastell Metz, meets his doom while defending his lands from an invading force of undead.
In this double episode finale, we get to the end of one of the best seasons. It started out a little rocky, but had some of the series’ best episodes, I think. The finale happened while I was a on a plane to Arizona for vacation, so I wasn’t able to review it until I got back this week. (Gotta love DVR!)
Flesh and Fire
There’s a school of thought that views the Middle Ages as a dark gulf between the Classical Age and the rebirth of reason known as the Renaissance. The Middle Ages were, to paraphrase science fiction author David Brin, an unhappy time of small-mindedness and fear, marked by the squabbles of petty nobles, ignorance, superstition, and religious persecution.
Knight of the Realm
Intelligent Design
No doubt somewhere someone is writing a vampire series based on Hamlet (there is, alas, a
The second is Cherie Priest’s kickoff of an “urban fantasy” (a term which I take to mean “vampires who live and suck blood in cities”) called
The Sorcerers’ Plague
If you’re in the mood for some good horror encounters with the dark forces of the Great Old Ones, then the new Age of Cthulhu line from Goodman Games may be of interest. Vincent Darlage reviewed the first installment in this set of game modules. (Links to other Cthulhu resources at the bottom of this post.)