The Gutter Prayer is a debut fantasy novel from Gareth
Hanrahan. Hanrahan has also written more than a couple of tabletop RPG
sourcebooks, some of which I’ve read and enjoyed, so this isn’t his first
rodeo. That may help explain the technical excellence – the high quality of the
prose, the tight plotting. It does less to explain the sheer imagination on
display, the clever ideas it picks up and shows off, and the sense of high
paced, high stakes adventure. Put that all together, and you’ve got a fantasy
novel that you’re going to pick up and have great difficulty putting down
again.
The story starts as it means to go on, with a bang. Our
protagonists are thieves in a heist gone wrong, left scrambling to evade the
very long arm of the law. But even as they struggle to survive the
consequences, other events are preparing to make things far, far more
complicated.
I need to talk about the trio that are the centrepiece of
this book. They’re a wonderful found family, existing in part with affection
and connection, and in part out of necessity. And they’re also a complex people
in their own right. I mean, let’s talk about Carillon first. Leaving aside that
she has a great name, she’s…complicated. Always edgy. Always looking for the next angle. Always a
little suspicious of when the dice let things go her way. Sneaky, intelligent,
and willing to do the right thing if she has to. Carillon is a young woman with
principles (although those principles may involve the acquisition of things
which may not, strictly speaking, belong to her), who is more than willing to
back those principles up by sticking a shiv in someone and then running away
really, really quickly. I like her sense of realism, I like that she’s willing
to compromise on a lot of things, but won’t let her friends down, I like the
way she’s driven toward her goals, and isn’t overly willing to take crap from
anyone. There’s also the sense that there’s a past to her, something which the
text explores as it proceeds, giving us a flawed, determinedly human character.
Short version: She kicks arse, and comes across vividly to the reader.
The same can be said of Spar. Spar is chronically ill, a
Stone Man. His disease is slowly calcifying him, from the outside in. On the
plus side, this means he can be immensely strong, immensely durable. On the
downside, any damage is an opportunity to see more of himself lost to the
stone. Spar is perhaps more methodical than Carillon, but just as lost. The son
of a famous father, trying to live up to that expectation, live out from under
the shadow of another man, whilst also bearing a fatal, contagious disease –
well, it’s a weight to bear. And we can see Spar struggle with it, trying to be
the person he wants to be, rather than one of the ones he’s expected to become.
It feels like Spar is the most introspective of the three, one willing to slow
down and think things through; though sometimes you just want Carillon to give
him a kick in the arse to get him moving, once he uis, he won’t stop.
I love Spar and the way he moves from placidity to obdurate
action. I love that the story wants to examine fatal illness and coping
mechanisms, and does so with nuance and grace. I love that Spar can act as a
mobile siege platform, and break down doors with his pinkie. I also want to
take a moment and say that the disease that is slowly turning Spar into a
statue is as well realised as he is, a core facet of his identity, and an
imaginative and repulsive one – people recoil in the street, there’s a sense of
fear and wonder and anger and despair about Spar and the other Stone Men. It’s
a masterful portrayal of human, visceral reactions and really helps establish his character (even as
Spar deliberately doesn’t let his illness define that character!).
Then there’s Rat. Rat’s a ghoul. Ghouls, well, they see in
the dark. They run fast. Sometimes they do a bit of magic. They have trouble
with surfaces, and with people. Also, sometimes they eat people. The story has
more revelations about ghouls, so I won’t spoil them here, but I’ll say this:
the society that is constructed for Rat to come from is dark, and potentially
brutal. There’s a lot of inky darkness, sheer strangeness, and more than a
little blood. The ghouls are the underbelly of the city, but they’re also
people. Well, some of them. But they’re always slightly off kilter. Rat’s voice
is a quietly but focused one, which carries a very distinct perspective – one of
movement, scents and magic, with moments of loyalty. Ghouls are strange,
hungry, deadly – but Rat’s also willing to help out his friends. There’s a
common thread there, between the three, of hope and decency and trust, and that
helps give us characters which we give a crap about, and which feel like they
have their own experiences, and which feel alive.
If that’s a lot to take in – well, they live in a city with
a lot more going on. Guerdon is a metropolis of layers, geographical as well as
historical. Sometimes they intersect. There’s a sense of age here, of history,
of things lost and long forgotten in the catacombs beneath the streets. There
are stories of mad old gods in centuries past, and there are stories of how the
religious leaders of a more enlightened time were forced to accept trade and
religious liberalisation. This is a world where Saints are real, and will be
more than happy to take your arm off with a flaming sword after they’ve had a
stiff drink and lost at a hand of cards. Where crazed deities shift reality to
suit themselves, and where everyone else tries to stay out of the way. This is
a city of gold and blood, where alchemy has provided guardsmen made of wax, who
run and fight faster than anything you’ve seen, but whose life is measured in
the wick they’re burning down. It’s a city of hidden sorcery, and politics in
both the halls and in the streets. Guerdon lives and breathes, and while doing
so, it showcases some seriously impressive worldbuilding – the city is darkly
scintillating, a feast for the imagination found in its blood-clogged gutters.
Which is a long way of saying, the stage on which our characters
find themselves is a very well constructed one; it’s a richly imagined, precision-crafted
world of its own.
The plot? Well, no spoilers, as ever. But I’ll say this.
What starts out as a less than simple robbery very quickly takes a turn and becomes
something more. There’s magic. There’s conspiracy. There’s eldritch forces
moving underfoot, and everything. As our intrepid gang try to get out of all
the trouble they accidentally fell into, they end up in very deep waters
indeed. Part of this narrative is an adventure story – with chases, with
explosive magic, with strange terrors and unexpected wonders on each page. Part
of it is a personal, family story – how far someone will go to protect their
interests, or those of their friends, or their city. And the price they’ll pay
as they do so. I do the narrative a disservice in description – it’s a complex,
multi-layered, living breathing thing, and the pieces come together over the
course of the book like well-machined clockwork. It’s a big story, about gods
and the fate of cities. But it’s also personal, about our three friends and
their relationships with each other and with the world. Yes, it’s an adventure.
Yes, it’s a character piece. Yes, it’s epic. Yes, it’s deeply, bitingly, a
story of individuals.
What it mostly is, is an absolutely cracking story – one you’ll
want to tell your friends about. So pick it up, and give it a read. It’s a heck
of a journey.
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