The Last Ritual

The Last Ritual by S.A. Sidor is a perfect tie-in novel for the Arkham Horror Universe. It’s a fun, easy read that will leave you satisfied and ready to move onto your next Aconyte Books release. Each chapter is perfectly paced, with a cliff hanger to pull you into the next section. I highly recommend The Last Ritual for fans of the Arkham Horror games and Lovecraft’s Cthulhu Mythos. I thought I’d offer my summarized thoughts before I opened the gate to my full review. Consider this your last warning, spoilers will appear out of the cosmic abyss below.

I was initially interested in The Last Ritual for two reasons. First, it was set in the Arkham Horror Universe. Anyone who knows me is aware I’m obsessed with Fantasy Flight’s Arkham Horror games. I most recently discussed my love for these games when I unboxed two recent products in a YouTube video, but I also wrote an essay called The Narrative Appeal of Board Games, which mentions Arkham Horror, a while back. For those new to the Arkham Horror Universe, it started with a single board game based on the Cthulhu Mythos, which later grew tentacles and birthed several other board games, card games, and video games. This isn’t the only tie-in fiction either. There are a few other novels and novellas, and I own a book called The Investigators of Arkham Horror, which details all the characters in the Arkham Horror Universe up to that point. The second thing that interested me about The Last Ritual was the flat-out gorgeous cover created by John Coulthart (pictured to the left). I can’t say enough about how quickly this work of art grabbed my attention, conveyed everything I wanted to know about the tale, and made me want to read this book.

Of course, a good setting and façade aren’t worth much without a solid story inside. Thankfully, S.A. Sidor delivers a fantastic yarn. The narrative follows Alden Oakes, a painter, as he teams with Nina Tarrington, a writer, to investigate a mysterious artist’s commune called the New Colony. The pair suspects the New Colony is behind a series of ritualistic murders taking place around Arkham. A famed surrealist painter named Juan Hugo Balthazarr leads the artist’s commune, and he starts to take an increasingly dangerous liking to both Alden and Nina. The story combines elements of the Cthulhu Mythos with the work of F. Scott Fitzgerald, whose story “The Rich Boy” is quoted in the opening pages of this novel. Fans of the Arkham Horror Universe will be happy to know that Preston Fairmont, Calvin Wright, and Norman Withers make appearances in the prose, and there are also references to Carl Sanford and the Silver Twilight Lodge. The narrative flows beautifully toward its conclusion, which reminded me somewhat of the chilling end to John Carpenter’s Prince of Darkness, but I’ll leave the specifics for you to discover.

Lastly, as a fan and writer, I love finding additional connections between the various works set in the Arkham Horror Universe. I suspect that Juan Hugo Balthazarr mentioned his film director friend, Luis Bunuel, near the end of The Last Ritual to foreshadow the antagonist in Rosemary Jones’s Mask of Silver. To find out if I was right, I plan to buy Mask of Silver, the next book in this new series of Arkham Horror tie-in fiction, immediately.

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Surviving

Jeremiah and his wife, Mariah.

Early in Shaun of the Dead, Shaun bumps into his friend Yvonne, who asks him how he’s doing. He replies with, “surviving.” Later in the movie, when the zombie apocalypse is underway, Shaun and Yvonne cross paths again, only for Yvonne to ask the same question and get the same reply. Except this time, “surviving” takes on a darkly humorous connotation. Recently, I asked a friend how he was doing in the current crisis. I got the same comic response that Shaun got, and I mention all that to underline the fact that we’re living through a genuinely trippy time where Shaun of the Dead feels prophetic.

Mariah Cook's painting

First, let me say, I hope everyone reading this is doing well. I hope you’re avoiding the plague, and I hope you’re keeping yourself busy with creative endeavors. My wife has been painting and embroidering since her job closed, and she’s making some wild art. That’s her work pictured to the right. I managed to write three flash fictions and submit them to the NoSleep Podcast last week, but I’ve had a tough time writing because I’m working from home. Doing my day job at my writing desk, I’m finding it physically challenging to sit in the same space after my mandatory eight hours. I feel like my corporate gig has infected and morphed my place of passion like John Carpenter’s The Thing changed the unfortunate souls at Outpost 31. That said, I am incredibly grateful for my continuing paychecks.

Aside from the desk issues, I’m enjoying all the extra time with my good lady wife and cat. I keep reminding her that in any other circumstance, we’d be overjoyed to be staying home, guilt-free. We are still getting out for exercise by going for walks around the neighborhood and to our local park (yes, we’re staying a safe distance away from everyone else). When we’re not doing that, we’re playing one of our many games. We recently completed The Path to Carcosa campaign of Arkham Horror: The Card Game, and we played a bunch of Mansions of Madness yesterday. I love Fantasy Flight’s Arkham Horror Files games because they allow me to imbibe the sweet narratives of Weird Fiction while including my wife.

Of course, games aren’t the only narratives we’re enjoying. We finished the third season of FX’s Legion, which was quite strange. The primary antagonists were pulled straight from The Beatles Yellow Submarine cartoon, they’re the Blue Meanies. I think the series is worth your time if you like a good dose of psychedelia with your superhero tales. We’ve also been re-watching a ton of Community. How has that show been off the air for five years now? It’s a classic, and I especially love the fascinatingly strange season six, which initially aired on Yahoo. On top of those, we’ve been enamored with Devs, Lego Masters, and Better Call Saul, which are all currently ongoing. And last night, I found a gem on Netflix called The Autopsy of Jane Doe, which I loved.

I’m not just watching television, though. I recently finished Ray Bradbury’s Something Wicked This Way Comes. I loved seeing how much influence the novel had on Stephen King’s It and season two of Sabrina. Bradbury’s command of language is superb, but I would’ve liked a little more information on the villains of the story, their origins, and how their powers worked. After finishing Something Wicked This Way Comes, I started Creatures of Will and Temper by Molly Tanzer, and I am loving it. I briefly met Tanzer at Necronomi-Con in August, during the Tor Nightfire event. She was super friendly and kind, so it was only a matter of time before I checked out her work. There’s a lesson for all my fellow writers, if you’re kind to people, they’ll probably buy your stuff. Well, at least I will.

Okay, it’s about time I wrapped up this overindulgent self-reflection. Keep washing those hands and staying inside. Don’t forget to reach out to your friends and loved ones to check in on them, play lots of games, and enjoy some art.

Stay Froggy,

Jeremiah

The Narrative Appeal of Board Games

Mansions of Madness BoxesThe first time I got really “into” board games was in 2003. I received Risk: The Lord of the Rings Trilogy Edition on Christmas Eve, and I made my Dad play it with me that night on my Pap Pap’s dining room table. Over the next several years, I warred with my family while the One Ring marched its way across the board to Mount Doom and the game’s end. We kept track of our battles with little pieces of notebook paper that calculated points for the winners (18 of these survive to this day). These sometimes also collected little notes from the game, such as, “I wish to destroy Don because of his betrayal,” and “I only fought three battles in this war and won through intimidation.” This game was fun for many reasons, but the biggest one, for me, was the narrative. Yes, Risk games may not have a traditional narrative in the vein of some games today (which I’ll get to later), but in our Risk: Lord of the Rings games we built our narratives throughout our ongoing conquests.

Initially, the game served a different narrative purpose for me. It was a vehicle that allowed me to replay the epic battles of Middle-earth. After that, I created new conflicts across Tolkien’s maps by putting different spins on the existing tales. What if good’s last stand against evil took place in the Shire instead of Minas Tirith? What if Sauron’s forces overran the southern defenses? These were just some of the questions I tried to answer via Risk. My fascination with board games has always been in their ability to create and tell stories.

I was first introduced to the new wave of board games around 2013. I’d just graduated from college, and I found myself back in my hometown. Me and two of my friends went in on buying a game called Mansions of Madness. It sounded interesting because I’d read and enjoyed Lovecraft intermittently since high school, and the game put you in a Lovecraftian world. One person played the role of a keeper (storyteller/master of monsters) while the other players were investigators (who tried to survive long enough to figure out what was going on in the narrative). After playing through many of the scenarios that came in the box, I even created one of my own. Unfortunately, the game had an insanely long set up time, and I moved out of town for work in 2014.

Fast forward to 2016. I’m enrolled in my first semester at Seton Hill University, and I discover the Game Table Café in Mechanicsburg, PA. Through the Game Table, my fiancée and I meet up with two amazing friends for the first time due to our shared love of Game of Thrones: The Board Game. This game, much like Risk: Lord of the Rings Trilogy Edition, lets you recreate the war for the Iron Throne portrayed in the Song of Ice and Fire novels. Not long after that, I discovered Mansions of Madness Second Edition. In this updated version of the original game, the keeper is replaced by an app which allows everyone to play through a story together. This was a huge leap forward for me, and I went gonzo for this game. I’ve bought every expansion to date, and I’ve spent hours upon hours playing it.

Fantasy Flight, the publisher of Mansions, is a company that knows how to take advantage of narratives for its board games. It produces games based on Star Wars and The Lord of the Rings, as well as various others, but I’m most drawn to the Arkham Horror Files (of which Mansions of Madness is part) because I love horror, specifically Lovecraft’s brand of cosmic horror. While other board games use the Lovecraft theme to great effect, the Arkham Horror Files are special because Fantasy Flight has built its own connected universe using their characters and the Cthulhu Mythos. If you play any of their Arkham Horror File games, there is a crossover between the gameplay, characters, settings, and monsters. It creates an immersive narrative experience, and many of their games directly feature narrative as a gameplay component. Progression in the board (or card) game leads to revelations in the tale you and your fellow players are participating in. It’s a great formula.

As a writer, I am actively inspired by board games such as Mansions of Madness. I use the feelings and narrative surprises to fuel my own twisted tales. However, it’s not just horror writers who can gain some inspiration by playing a good board game. There are games that allow you to immerse yourself in practically any kind of world. Writers can colonize Mars, run breweries, build their careers as stage magicians. Take advantage of this fun way to jumpstart your imagination as an author. Just don’t start neglecting the writing for the board gaming.

Stay Froggy,
Jeremiah