I'm headed up to see my folks at the end of the month (Easter trip postponed to Whit given a poorly timed bout of Covid on my brother-in-law's part), so went onto LNER's website to book the ticket on Monday night, at which point I was slightly disconcerted to be see:
1) in the left-hand column a confirmation that I'm a wheelchair-using passenger intending to stay in their chair throughout the journey,
and
2) in the right-hand column, almost exactly opposite, a warning that I may have to 'stand' on the connecting services*.
Slight lack of joined-up thinking in the website design there, I feel! **
* The connecting services don't do reservations, and one is a London commuter line, so the warnings aren't unreasonable for actual ambulant passengers, but we wheelchair-users have spaces all of our own.
** It's not the only issue, the time it allows to walk between stations if your journey needs that (St Pancras to Kings Cross in my case) doesn't allow for the extra 5-10 minutes needed to get off the incoming train if you need the ramp and the 20 minutes you're supposed to allow for passenger assistance at your outgoing station. But the standing thing is new.
Recent Reading
What Abigail Did That Summer, Ben Aaronovitch
This is a Rivers of London novella*, but from the point of view of Peter Grant's 13yo cousin Abigail, who makes up the youth wing of the Folly (aka Falcon, aka the Met Police's tame wizards - though Abigail has to pass her Latin GCSE before she gets to learn any spells). It's the summer holidays, and Peter's out of town helping on a missing persons case (and having encounters with homicidal unicorns - see Foxglove Summer), while Abigail's mother has a full-time job looking after her disabled brother, so Abigail is pretty much being left to her own devices. Until, that is, the espionage-obsessed talking foxes seek her out to tell her that something's amiss on Hampstead Heath (a large London park)**. And Abigail quickly figures out that whatever it is has already tried to suck her in, and, separately, her new friend Simon. So it's up to Abigail, Simon, and Indigo the fox to figure out what's going on.
Abigail's a pretty compelling, and convincingly written, character (there are footnotes to explain the slang, framed as for the Folly's tame FBI agent). It's very easy to accept that a streetwise, very intelligent, 13yo, mixed-race Londoner is going to give most police a very wide berth, or the minimum of (false) information necessary to get away, which makes Abigail taking on the problem herself convincing enough. There's only a brief appearance by Nightingale and not a lot of the Rivers here, bar a short audience with Fleet, but the covert female strand of wizardry does show up. Overall it's a strong addition to the series, though I foresee future issues between Nightingale and Simon's mum.
* At 175 pages short novel may be a better description.
** We're actually dropped into the story in media res, but loop back to the start almost immediately.
Werehunter, Mercedes Lackey
I actually pulled this off the shelf while I was winnowing a few books to go to the charity shop, but ended up reading it instead. It's a collection of short stories and I wasn't really taken by the title story, which may be why I didn't remember it favourably. There are a handful of other stories I was a bit meh! about, but another nine I did like, which is a reasonable ratio. Four of those revolve around S'Kitty, a telepathic ship's cat, and her handler as they deal with a bunch of aliens who have a vermin problem. They're not going to win any prizes, but they are enjoyable. The one Valdemar story deals with how Alberich, the Herald's Karsite weaponsmaster, was Chosen. There are two Diana Tregarde stories, one fairly slight encounter that's really, really not kind to the (thinly disguised) Romance Writers of America. I suspect revenge fiction. The other is reasonable, and went on to be the basis for her novel Children of the Night, but some of the language has not aged well. And the last two are a sort of junior Victorian paranormal investigator series with two girls (one an ex-streetkid) and a parrot at a school for the children of those working in the colonies, whose principal is an acknowledged Diana Tregarde expy. Again there are some language aging poorly issues, but they're otherwise sound enough. Their main issue is an egregious outbreak of Dick Van Dyke Cockney.
Hells Bell, Keri Arthur
Book 2 of the Lizzy Grace series and runaway-witch Lizzy and werewolf cop Aiden are fairly desperate to have sex, but ghostly bells summoning Lizzy to find a dead body with its soul ripped from it throw a major spanner in their plans. So Lizzy and her partner/familiar Belle have to step in again given the werewolf reservation's lack of a resident witch to protect its magical wellspring. It possibly plays the "Oh, bugger, we can't have sex, they just found another body" gambit once too often, but otherwise it's an enjoyable outing and the addition of grump witch troubleshooter Ashworth to the cast is a positive step.
Hunter Hunted, Keri Arthur
Book 3, and Lizzy stumbles onto someone conducting blood magic of the worst kind, the kind that leaves a body behind. The witch hierarchy that practically runs Australia call blood-magic using witches heretics, and has an agency to hunt them down, which is just as well as the wellspring decides Lizzie is just the person to turn to when someone starts hunting and skinning werewolves. On the positive side there's just time between the two crimes for Aiden to finally get her into bed. But when the heretic starts hunting the hunters, it turns out Lizzie really isn't going to get away with concentrating on the less dangerous threat.
Another competent episode, and after the previous book's addition of grumpy Ashworth I really liked the addition of his (non-grumpy) husband Eli.
Recent Gaming
I've been playing a fairly ridiculous amount of 7 Days to Die and my adventures in zombie AI wrangling continue. Over the past three horde nights:
Day 77: This week's preparatory changes were stringing a couple of rows of barbed wire down the sides of my base, and fortifying the stairwell up to the ground floor proper/mezzanine should they manage to beat their way into the cellar. Rather than attack me at the (almost) open front door all the zombies still charged up to the sides of my base, into the barbed wire and set about trying to beat their way through the fencing at the side (5000 damage points per block) that keeps them out from under the balcony. I had great fun when I discovered that they would come to stand below wherever I was standing on the balcony, wading through the barbed wide to get there, so I spent horde night running from front to back and vice versa, and taking potshots at the zombies as they tried to keep up with me and the barbed wire slowly whittled them down from below.
Day 84: I doubled up the side fencing to two layers. And this time I got the zombies to the front of the house, where they promptly tried to beat their way through the fencing under the balcony, which was still single layer there. *Headdesk*
On top of that the World War Z style zombie pile-on at that corner was reaching the point that it was threatening to overtop the fence on top of the balcony, even though that's the in-game equivalent of four metres off the ground. So I rushed out to the projecting bastion and started shooting out the bottom of the pile, which was the moment I glitched through the balcony, down onto ground level with the zombies.
I'd hosed off three full magazines from my AK-47 in a panic before I realised they couldn't get to me, that I was still safely inside the double layered fencing under the bastion and they couldn't reach through to me. Which let me finish horde-night in a much more leisurely fashion. On the gripping hand it took me 5 minutes to beat my way out with an axe in the morning.
Day 91: This time I upgraded the fencing to two layers all around the base, and three in places (and put escape hatches in the floor/roof of all of the bastions in case of another glitch). I think that makes a minimum of 15,000 points of damage to beat their way into the base at ground level (and zombies mostly do 10-20 points per hit). And it worked, they finally came for me at the front door.
Gulp.
They still didn't come quite the way I'd expected. They came up a couple of side staircases that need an awkward jump, rather than up the nice simple ramp they were supposed to use (and I'd forgotten to pull up the temporary planking over the pit of barbed wire that was supposed to force them onto awkward balance poles that they will fall off half the time). And for the fifteen minutes of horde night I was firing pretty much continuously trying to keep them back. Of five layers of barricade they'd beaten their way through two and were regularly hurdling the third, simply because I couldn't fire fast enough to kill them to give me time to repair the barricades. At one point they actually got all the way in and almost killed me before I managed to hose them down with the AK-47. I ended the night with 6 rounds of rifle ammunition left out of just shy of 200, and had also used about a hundred each of pistol and shotgun ammunition. Eeep!
First thing I did the next morning was beat down those side staircases, then rejig the front of the base with a completely enclosed corridor with five layers of main barricades and two fall-back ones, all completely enclosed so there'll be much less of this hurdling barricades next time. But I really need better weapons!