Obligatory SPOILERS message be here. This book just came out so if you haven’t read it, skip this review.
Ah Simon. I do adore your writing. I am so sad that you’re going to be wrapping up your Secret Histories, Nightside and Ghost Finders novels. If you haven’t heard (and I think I may have posted on this earlier this year…? Maybe?), Simon R. Green has been diagnosed with diabetes and in anticipation of that perhaps having health complications, he is wrapping up his series quicker than he originally planned. He is then going to write individual novels a la Shadows Fall.
At any rate, I just finished up From a Drood to a Kill. This novel picks up, naturally, where the last one left off. Eddie’s parents are missing and he is heading to Drood Hall to demand they help him. Eddie and Molly make a right mess of the Hall and a bunch of Droods who, in theory, know how to fight but in reality just don’t Eddie’s skills. They make it to the Sanctity where they bargain with Maggie, the current Matriarch, for Drood help.
Since Eddie wants their resources for a private quest, he needs to do one for them. And only Eddie. Molly gets sidelined, which she isn’t happy about, but she takes the time to go visit her equally impressive and troublesome sisters, Isabelle and Louisa (or is it Isabella and Louise? Can’t remember and too lazy to go back and find the right page to check). It seems that some intelligence is leaking from Britain’s latest high tech listening station, nicknamed the Big Ear. No, I don’t know who came up with that name. Its a little ridiculous. Okay, it’s a lot ridiculous.
The mission delivered and agreed to, the Armourer (Jack Drood and my personal fav.), gives Eddie his old Bentley (man, I wish I had that car. It would be awesome) for the trip. The Bentley is much more than just a car. Or even much more than one of James Bond’s cars. It can travel through dimensions, among other things, so it allows for a trip across Britain much quicker than driving a regular vehicle or taking a train.
Of course, the mission starts out with a bump. The Bentley gets sidetracked, kidnapped to the subtle realms by a group of rogue fae that includes a former aunt of Eddie’s, Melanie Blaze. Eddie preps himself for a fight, because faeries don’t just give up, when Melanie…just gives up. She lets him go when just moments before she was planning on using him as a bargaining chip with the Drood (good luck with that). Utterly perplexed, Eddie completes his mission without having to kill anyone (his new vow, tough one to keep for a Drood).
When he finishes, he finds out exactly why Melanie gave up so easily. The one Drood she’d really wanted to deal with, the Armourer Jack Drood, died. NOOOOOOOOOOOOOOOOOOOOOOOOOO! Not Jack! I was so upset by this! Even though it was established that Jack was really quite old, it was a hard it. It was such a likeable character. Luckily enough, it wasn’t murder (which is something of an issue with Droods) but just old age. Rare that an agent can die peacefully at home.
After a solemn ceremony on the Drood estate, a wake for friends (plus Eddie and Molly) gets held at the Wulfshead, Eddie’s usual club. People come from all walks of life to say goodbye to Jack in grand, drunken fashion. Including Cedric Drood, the Sergeant-at-arms, that Eddie doesn’t get along with in the least. They put their animosity aside for the night to celebrate Jack’s life. Eddie learns there was more to his beloved uncle than he ever knew. It doesn’t make him feel good, that he didn’t even bother to learn these things. He always thought he’d have the time to talk to Jack more, I suppose.
After the party, which goes off without a hitch oddly enough, Molly gets kidnapped. Right out of the Wulfshead, which is supposed to be impossible. Angry, grieving for his uncle, Eddie goes on a tear to find her. Kidnapped by the grandiosely (and self) named Powers That Be, Eddie kicks arse and takes names as he tries to find their home base of the Shifting Lands.
Molly has been kidnapped for the Big Game. A supposedly private and hush-hush event strictly for the Powers That Be and their amusement. They kidnap people who owe debts so large (usually on their soul and/or body) to powerful beings (Heaven, Hell, Powers, Dominations. You name it, they’ve probably done it) that they could never repay those debts even in death. Like Molly, who made deals upon deals with Good and Bad in order to gain the power to destroy the Droods for killing her parents.
The Big Game is a fight to the death and the last one standing has all of their debts paid for by the Powers That Be. To make things interesting, the Shifting Lands are ever changing based on the mood and force of will the players can enforce upon it. One minute, it can be your place of power, the next it might be your opponent’s place of power.
I won’t give away what happens with that. Its really too good and I wouldn’t do it justice. It was obvious from the writing that this series is, indeed (and sadly), winding down. That doesn’t make it any less interesting or well written though. In most cases of Simon’s writing, I would say you really don’t need to read the previous book to get the gist of this one. And while that is true to a certain extent with From a Drood to a Kill, I think it would definitely make more sense if you read Casino Infernale before reading this book. That one was absolutely amazing and the events in that have a direct impact on those in From a Drood to a Kill. Hell, I suggest you read the whole damn series. Its so much fun and the titles are delightful puns on James Bond titles. Rating: A.