STEALER OF SOULS
Keith Martin
Reviewed by Mark Lain
Keith Martin’s
later efforts would be amongst some of the better and more imaginative FF books
in the latter part of the series (#38
Vault Of The Vampire, #46 Tower Of Destruction and #52 Night Dragon in particular), but his debut effort is on a far
less ambitious scale. Stealer Of Souls
is, for the most part, a fairly conventional back-to-basics adventure scenario
that brings to mind #7 Island Of The
Lizard King in its initial structure (boat trip to luridly-named island, followed
by trek through primitive environment, then a dungeon trawl) and then any of a
number of entries in the 30s part of the series as you pass into another “dimension”
of some kind (in this case, the Empire Of Illusions) to face off with this particular
book’s baddie of the week, this time an arch-mage who is stealing souls as part
of his world-destroying evil plot (ho hum, were we not getting a little bit fed
up with world-ending lunatics by this stage in the series?)
The
combination of grass-roots plotting combined with “seen-it-a-hundred-times-before”
structure makes this book something of a forgotten series entry and it rarely
gets much attention in the context of the FF cannon, but I find it hard not to
like it, if only for its sheer straightforward-ness. The actual nature of your
mission is probably one of the least inspiring of the whole series – you are
engaged by the wizard Vanestin to go to the fun-sounding (and otherwise
unexplored in the series) Isles Of Despair and rescue another wizard (Alsander)
who has been kidnapped by the titular Stealer Of Souls (aka Mordraneth) and is
imprisoned in the Iron Chasms on the island. Needless to say, once you find
him, he convinces you that you need to track down Mordraneth and despatch him
before things get out of control at which point you switch from playing the
liberator to becoming an assassin and immediately feel that your goal is now going
to be rather more satisfying.
As with many
of the books in the 30s section of the series, there are three distinct stages
to negotiate here: a boat ride and item-riddled island trudge, followed by the
dungeon that is the Iron Chasms, and finally the trippy Empire Of Illusions
itself. It is possible to get into three combats in the first handful of
paragraphs if you are trigger-happy, but these can be avoided and most of the
initial encounters can be friendly and helpful if you don’t try to kill them.
The Iron Chasms take up a large proportion of the book and can take ages to get
through, plus there is more than one “correct” route, so you do get a feeling
that these are as massive and labyrinthine as they are made out to be which is
a bonus especially as so many FF environments that should be huge are sold
short and don’t take too long to get through. The inhabitants of the Chasms are
much less varied and colourful than those in the first section (limited mainly to
Orcs acting as guards), but this seems sensible as the Chasms are essentially
the barrier to stop people getting at Mordraneth’s evil realm so chances are
there wouldn’t be much there other than guards and prisoners (ie fresh souls to
steal.) The Empire Of Illusions is the best part by far and is, literally,
colourful as each corridor has its own distinct hue to it. An added peril
exists in this part as you need to use your judgement to decide if what you are
faced with is real or just an illusion and it can be quite tricky to make the
right choice. Having already saved Alsander, you are now armed with a small
number of spells to help you defend yourself against the illusions in the
Empire, but it is equally easy to make the wrong choice and waste a valuable
spell as it is to get it right, so there is a lot to think about here, which is
in stark contrast to the very basic “adventurer wandering around” of the first
two sections of the book and makes for quite an unexpected final part. Once you
locate Mordraneth you have to survive an initial spell-exchange (so you need to
actually still have some spells with you, meaning you need to have been very
sparing with their use thus far), followed by a final straightforward combat to
complete the book. The sheer imagination that has gone into the illusory
section is a sign of what would come in Martin’s later books and is the part that
really makes this book worth playing. Yes, the Iron Chasms go on forever, but
there is a logical point to that and your reward is making it to the Empire Of
Illusions and experiencing a brief but still really interesting gamebook coda.
As
the Chasms are such a huge part of this book and as they are filled with
generally pretty run-of-the-mill creature encounters you could be mistakenly
made to think that this book has the dullest encounters of any FF ever, but
there are nonetheless one or two sparingly-used and very unusual creatures to
meet. The second encounter in the book is with a rarely-seen Sea Giant (they
get a write-up in Out Of The Pit, but
you scarcely ever actually see them in FF books) and the penultimate creature
you can come up against (if you take a certain turning) is an equally
rarely-seen Blue Dragon that breathes lightning rather than fire (although it
is played-down considerably when it turns out to be an illusion), plus one of
the bizarrest FF creatures I’ve ever seen appears in the form of a Diadrone
(even if the illustration looks like an evil balloon with overly-thin legs), so
there is definitely pleasingly subtle use of “specials” in evidence here. Only
the strongest encounters are particularly tough to beat, so, again, the real
killers are few-and-far-between, which makes this book (unusually) not weighted
against you and it is one of the rare books that actually holds up to the claim
that you can complete a FF book even with rock-bottom starting stats, although
decent Skill and Luck will definitely make the job a lot easier. Of less advantage
would be a high Stamina score (as most combats are pretty easy), but this is
one of those FF books that regularly penalises you for not eating (or at least
it does in the first section where you seem to be eating constantly) so you
could find yourself very weak by the time you reach the Iron Chasms, although
it then comes as something of a relief when the book completely forgets about
the eating need from there on in, and focuses instead on being an adventure
rather than a multi-course meal.
Considering
how generally conventional this book is, the challenge level is anything but
the normal FF fare and this book is unusually easy, especially if you pass an
early Skill test to get a weapon that pretty much guarantees you will win
unless you are terminally useless at adventures! A really remarkable feature is
that there only seem to be eight instant failure paragraphs, which has to be an
all-time low, and the majority of them are reserved for the final section (and,
again, this makes sense.) Equally unusual is the sheer number of paragraphs that
you need to turn to to complete the book (you can go almost everywhere just in
one playthrough), but this is handled well here as it is not that noticeable
thanks to the logical construction of the three parts of the story, unlike KM’s
later FF #51 Island Of The Undead
where you are genuinely exhausted after ploughing through about 250 arduous sections
to get to the end.
In
retrospect, a FF written by Keith Martin and with illustrations by Russ
Nicholson is a mouth-watering prospect, but this is not typical Martin fare and
Nicholson’s art, whilst always very good, also seems a little lacking in this book.
The usual comic book fantasy look of RN’s work is played-down here and many of
the images look a bit half-arsed and either rushed or incomplete. Admittedly,
the art is still far better than some other FF artists’ efforts, but, in the
context of Nicholson’s FF-defining images in books such as #1 The Warlock Of Firetop Mountain or #2 The Citadel Of Chaos, Stealer
Of Souls’ art just doesn’t quite have enough impact for my liking. David
Gallagher’s cover, on the other hand, is stunning. It is very economical rather
than unnecessarily busy like some FF covers and the blue-white colours work
very well with the central image of Mordraneth. In many ways, this cover
reminds me of my favourite Iron Maiden LP cover image, Seventh Son Of A Seventh Son, and it is easily one of my favourite
FF covers.
All
things considered, this is far from essential, but it does have a real charm to
it and is a genuinely likeable book that is nice to play as a respite from the
more elaborate FFs. The final section is the book’s real saving grace, but this
one does not deserve to be as over-looked as it seems to be. OK, it’s very easy
and it’s pretty long in places, but it is certainly worth giving a chance. The
Curate’s Egg of the series without a doubt, but there are far worse FFs than
this, especially in the 30s part of the series.
Great review, found myself agreeing with every point! I really enjoyed this one as a back-to-basics adventure after playing through a few more involved ones recently. I did like the limited penalties for going off-piste -- you can lose a Luck point, a couple of Stamina points, or a useful item by going into the wrong room or opening the wrong chest, but not enough to deter you from exploring.
ReplyDeleteI don't remember much about this one at all. Your review makes out that there's nothing to massively like but it also doesn't suffer the design flaws that had started to bedevil the series by this point.
ReplyDeleteI think this is a very fair review. I just completed this on my 5th attempt, strictly following the rules, with Skill 10 and Luck 9. I think I was lucky in the Empire of Illusion - I never got the Dragon - but to me it's good design that it's not completely punishing. I agree it's not got the most incredible atmosphere - and given the initial Sea Giant encounter and others on the road to the Iron Chasms, I had really high hopes. I did think the illustration of the Diadrone was great though. Just imagine being in a darkened room and something like that floating towards you - it would be terrifying!
ReplyDeleteWas not too fond of this adventure on first replaying. But once I fully mapped it out I appreciate it much more. Its much more fun if you take the alternative longer route to pick up the magic sword in my opinion as well. Keith Martin/Carl Sargent was always my favourite FF author and this early more traditional adventure would be built on by masterpieces like Vault of the Vampire, Tower of Destruction, Island of the Undead, Night Dragon, Legend of Zagor and Revenge of the Vampire. He deserves to be reprinted, and not just so the bugs in Revenge of the Vampire can be corrected.
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