2013 urban fantasy. Rhian, a young woman from the valleys with some
unusual talents, finds herself in east London, where ancient magics
are mixing with modern in a distinctly unpleasant way.
I seem to have been reading quite a bit of fantasy set in modern
London lately, and this is one of the best. Even though it has the
obligatory error of research:
The Mile End Road opposite the station was impassable on foot, with
dual carriageways separated by railings. So, being too tired to
struggle along the pavement with her bags until she found a
pedestrian crossing, she turned behind the station into the maze of
small streets.
Seems clear enough, right? But I've been there, and there's a
pedestrian crossing right outside the station.
On the other hand there's a sequence set at what's clearly the Salute
wargames show at ExCel which is well-observed and fits the place
perfectly, and plenty of other references to the area do fit my
memories of it. Lambshead is a wargamer of long standing, and this
feeds into the book in smaller ways too: casual historical chat from
quite a few characters, and references to things like the zeppelin
bombing of London in the Great War and the Carausian Revolt in Roman
Britain. There may be a bit too much info-dumping, with lectures on
history, but at least Rhian is ignorant enough that she wouldn't
automatically know this stuff already.
Rhian's own background is less than clear at first, making her initial
motivations muddy; it's hard to sympathise with her plight when all we
know is that her boyfriend's dead and she's feeling sorry for herself.
What does she want out of life? Why is she in London in the first
place? But anyway, she finds a job at a local pub, and a room in a
house run by someone who turns out to be a reasonably powerful witch
(and information dispenser). Her own powers start to feel less like a
curse and more as though they could be of some use.
There are lots more magical folk about, of course. There are creatures
who are something like vampires and something like elves (and one of
them seduces/rapes Rhian with so much glamour that she doesn't even
notice her lack of consent, which I'd hoped would get resolved later
in the book but it's just forgotten since she has no reason to
remember it… which is an unusually grim attitude for this sort of
stuff to take). There is also The Commission (which turns out to
include The Library, The Coven, The Gamekeepers, and presumably other
such generically-named entities, though The Black Museum turns out to
be a different mob and nothing to do with the police) – and this
brings us firmly into the subgenre that John Dallman christened
"Occult Secret Service". (An operative's possession of a sheaf of
warrant cards, all of them valid, is a dead giveaway here.)
And that's where the major writing problem starts: one story thread
deals with Rhian and her new friends dealing with relatively minor
magical threats and getting explanations of how magic works
(particularly hopping into the Otherworld, which here is largely a
series of frozen memories of the things that made strong impressions
on people at the time), while the other has the hard-bitten Commission
soldier Jameson and the bound vampire/elf Karla playing with the big
boys. Yes, of course they're working two ends of the same problem, and
eventually they'll join forces, but alternating chapters between
protagonists breaks up the flow terribly.
What works rather better is the infighting: the Commission has been
around for several hundred years, and it's thoroughly embedded in
Civil Service politics. Once they've decided who's behind all the
current occult nastiness, the major problem they face is that he's got
on the right side of MI6, who will be asking pointed questions if he
suffers an "accident". These are fairly broken people, and one
suspects that this is largely because of the broken organisation that
they work for.
A common world-building trait in urban fantasy is that other people
have got there first: the protagonist moves from mundanity into an
existing world of wizards and vampires and whatnot. I'm frankly more
interested in stories of pioneers, the people who are setting up the
rules for the new world (and getting it wrong and trying again). But
if as a writer you are going to have that existing world, make it a
world like this one that's had real people in it, who've made mistakes
and reached an uneasy peace, not something that feels set in stone
until Wonderful Protagonist turns up to be Different.
There's grit and blood and guts here, and basically none of the
romance that's usual in urban fantasy, but I enjoyed it far more than
I expected to. I gather John's working on a sequel, and I look forward
to it.
Recommended by
Ashley R. Pollard.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.