"Slop" is such a versatile word. It’s a great way of describing anything that just gets churned out en masse, with little thought for quality or anything other than consumption. AI slop. Fast food slop. Movie slop. It just fits, and that’s why people who have a vested interest in increasing consumption hate it.
Slop applies to books, too. Most fiction out there now is just awful. Yes, you can say that about any period, but market forces and technology advances have allowed a proliferation of authors, and, following Sturgeon’s Law, most of what they produce isn’t worth reading. (Do I include myself in that category? When I’m depressed enough, yes.) Add in the fact that most authors allowed to be bestselling are women, and women simply aren’t wired to write epic fantasy or deep, thought-provoking sci-fi, and I’ve reached a conundrum. I don’t want to read slop, and there’s not much else available in my preferred genres.
So I decided to take a chance on Michael J. Sullivan’s Age of Myth, the first book in the Legends of the First Empire series. The description looked interesting, I vaguely remembered seeing the name years ago, and I felt a flicker of kinship with a fellow Michael who uses his middle initial to stand out.
The Setting
Without going into spoilers—or anything past this book, because I haven’t read the rest of the series—Age of Myth is…curious. It definitely isn’t epic fantasy in the vein of A Song of Ice and Fire, Lord of the Rings, or anything like that. Appropriately enough, it feels closer to "mythic" fantasy, the sort that hearkens back to European folklore. The only other book I can think of like that is The Silmarillion, which also has an almost scriptural feel in parts. Age of Myth doesn’t go quite that far. There’s an author’s note that the story takes place a few thousand years before his other series, The Riyria Revelations.
Reading that was already enough to hook me. I love the idea of exploring the distant past. My own attempt, Seasons Change, remains one of my favorite experiments.
Sullivan nails a lot of the things I like about the concept. It’s prehistoric, in the very literal sense. What people we see are nomads or in the early stages of civilization. The Rhunes—humans—sit squarely in the Bronze Age. They’re astonished at the sight of a sword made of iron. More importantly, they’re still afraid of what lurks beyond the bounds of their limited world.
Contrast that with the Fhrey, who are fairly transparent elf analogues. They’re tall and slender. They live for three thousand years. (Curiously, that’s the same amount of time the author pointed out.) They have skill, technology, and magic that so surpass humans that they’re literally called gods. Their only fear is that humans will overrun them.
The worldbuilding is pretty good, then. There’s even a dwarf-like race, the Dherg, who seem to have been driven out, though whether they’re extinct or not is an open question in this book. Even they hit the most important dwarven tropes: metalworking and magic resistance.
In other words, Age of Myth is a nice little precursor to a standard high fantasy world, and I like that. It’s different, it’s intriguing, and it’s inspirational.
The Story
The story itself is just as mythic as the setting. After a prologue to lay out the stakes, it’s mostly typical fare. Raithe is the unexpected and somewhat unwilling hero who wouldn’t be out of place with Beowulf. Suri fits right in with the mystics of the Norse sagas. Malcolm and Persephone, despite their too-Earthlike names, fill the roles of companion and love interest quite well.
On the other side of the coin—well, river, in this book—we get into the heads of a couple of Fhrey characters. Arion is wise but haughty, reminding me a lot of Galadriel, but as she’s described in Tolkien’s scrapped stories. Gryndal’s name reinforces the legendary feel, and his character is brash, overconfident, and so powerful that I initially thought he would be a deus ex machina.
That’s really the crux of the story. Humans look at the Fhrey as if they’re gods. And why not? They’re effectively immortal—at least when compared with the sixty or so years a human in a harsh world is lucky to get. They wield swords of steel, and know how to use them. Their magic, simply called "the Art" and apparently a somewhat recent development, is on the level of a pagan god. How do you fight that? Why would you want to?
Of course, there’s only one answer for why anyone would defy a god: freedom. Sullivan understands this, and he knows how to make it work. All of the human characters are in pursuit of freedom. Raithe is searching for a way to free himself from his past. Malcolm was literally a slave. Suri’s whole purpose, at the start, is to show the dubious sort of freedom that the anarchist craves.
The Bad
So it’s a good story, with good characters. In a lot of ways, Age of Myth is a very wholesome folktale. That’s not to say it’s without its flaws, however.
In some ways, the Fhrey are depicted as too powerful. This is great for building tension and making a victory over them feel worthwhile, but the power disparity is so great that some interactions feel forced. Humans can defeat them, but only through happenstance. This is best illustrated by the climactic battle, which ends up reading as a bit disjointed. Cinematic rather than literary.
While the worldbuilding is great, the naming is another part that rankles me. As a linguist, even an amateur one as I am, some of Sullivan’s choices take me out of the story and remind me that I’m just reading a novel. "Persephone" itself, for example, is particularly grating. A few of the Fhrey names—including the name of their race, because how are you supposed to pronounce that?—seem like a mishmash of Earth cultures crossed with an attempt at sounding like Tolkien without copying him.
There’s an undercurrent of Celtic-sounding names for things, as well: "leigh mor", "dahl", "keenig". But there’s no rhyme or reason to them, and some of them aren’t really defined. I’m all for using fictional languages—I created ten of them for Otherworld, after all—but be consistent.
Also on the topic of languages in prose, Sullivan commits what I see as an almost-mortal sin. His characters talk like millennials. He even uses a couple of puns that only really work for a modern American. I’m not expecting Victorian or Early Modern English here, but please don’t use "okay" in a fantasy novel.
The Verdict
Age of Myth isn’t a flawed masterpiece. It has its flaws, but those aren’t enough to render it unreadable. It’s also no masterpiece. What it is, instead, is a good read. It’s a good world, one I’d like to come back to. Most of the reason is because it’s like I’m watching the world as it’s being built. Not too many series can say that.
Most of all, I’m giving a thumbs-up to this one because it inspired me. It struck a nerve, and now I’m wanting to get back to my own worlds. And that is quite possibly the highest praise I can give.