Lone Wolf 32:
Light of the Kai: Volume One by Vincent Lazzari & Ben
Dever
Holmgard
Press, hardback, £30.00, May 2026, ISBN 9781915586759

The
story of the completion of the Lone Wolf cycle of gamebooks, which began with
the publication of Lone Wolf 1: Flight from the Dark in 1984, is almost
as compelling and harrowing as the epic fantasy itself and included the death
of its creator and author, Joe Dever, in 2016, shortly after publishing Lone
Wolf 29: The Storms of Chai. I told the story of the story – or, in Lone
Wolf terms, ‘The Story So Far…’ – from a very personal perspective in my
reviews of Lone Wolf 21: Voyage of the
Moonstone and The Storms of Chai. Dever’s goal was always to
publish thirty-two adventures, the first twenty of which would tell the story
of Kai warrior (a Ranger in AD&D terms) Kor-Skarn (Lone Wolf) defeating the
demonic Darklords of Helgedad and restoring the Kai to their rightful place as
defenders of the world of Magnamund from all enemies foreign and domestic. In
the next twelve, the player would adopt the persona of a New Order Kai Grand
Master and undertake missions for and occasionally with Lone Wolf, and the game
mechanics are such that the more adventures you complete, the higher your Grand
Master rank and abilities (resembling D&D and AD&D, of which Dever was
a great fan and skilled player). You determine your persona by means of the Random
Number Table (on which gameplay is based, though many will find a ten-sided die
more convenient) and my New Order warrior ended up as True Friend. A bit of a
wimpy name, but he can kill you with his bare hands, live off the land
indefinitely, and move small objects by looking at them, so don’t make fun of
him.
After
Dever’s death, his son, Ben, and long-term collaborator, Vincent Lazzari,
undertook to complete and publish the remaining three books in the cycle, based
on their final conversations with him and the detailed notes he had left. Ben
relaunched the now highly successful Holmgard Press for the purpose, publishing Lone Wolf 30: Dead in the Deep in 2019 and Lone Wolf 31: The Dusk of
Eternal Night
in 2020, and dividing the cycle as a whole into five series: Kai (books 1–5),
Magnakai (books 6–12), and Grand Master (books 13–20), featuring Lone Wolf; and
New Order (books 21–28) and End Game (books 29–32), featuring True Friend (or,
generically, the ‘Lorn Commander’). As I’ve mentioned several times in my
previous reviews of the New Order and End Game series, I have far too much
invested in what is now the Lone Wolf ‘franchise’ (though I hate to use that
term) to even pretend to voice an unbiased opinion. Not only am I in my fifth
decade of playing the gamebooks, but they are one of my fondest childhood
memories and one of the reasons I continued to read so much and try my hand at
my own imaginative fictions. With that in mind, after The Storms of Chai,
which was the highlight of the cycle to date, I was a little disappointed with Dead
in the Deep because it didn’t quite live up to the expectation created by
its predecessor, for an even greater epic struggle than Magnamund had
ever seen. The Dusk of Eternal Night was, unfortunately, the first of
all thirty-one gamebooks that I didn’t actually enjoy playing. My main
criticisms were twofold and contradictory: that it is, first, too inventive and
innovative and, second, derivative and even unoriginal.
The
first referred to the new format, which retained the traditional three hundred
and fifty gameplay sections, but replaced many of the player choices and
actions with long descriptive sections to create a hybrid gamebook-novel. This
experiment was just too different to what I’d enjoyed so much and had two
consequences that didn’t work for me: the narrative was both much longer (as my
photograph of Lone Wolf 31, 1, and 32 below shows) and more linear than the previous
adventures. The second criticism was to the revelation of the primary
antagonists of the End Game, which involves the reprisal of old enemies. While
the latter had only a minor impact on my enjoyment, the former was much more
serious and I was very concerned to read that Lone Wolf 32: Light of the Kai
had been divided into two volumes, each of which includes four hundred gameplay
sections. I wondered why. Dever wanted thirty-two adventures and each of the twenty-nine
he authored had three hundred and fifty sections so it seemed unlikely that
this was in honour of his memory. And, as the old adage goes, ‘if it ain’t
broke, don’t fix it.’ It definitely wasn’t broke, even if Dead in the Deep wasn’t
one of the best. The only reason I could think of was that the extra volume and
extra sections were to continue the hybridisation of the End Game series that
appeared to have begun in The Dusk of Eternal Night. (As an aside, books
1 to 12 were fully novelised, in the The Legends of Lone Wolf series, which
was published from 1989 to 1994 and only marginally successful.) I mention all
this to disclose that my expectations for Light of the Kai were not very
high and that had I not been waiting for the end of the saga for so many
decades, I probably wouldn’t have bought it.

Light
of the Kai: Volume One
was released at 17:00 BST on Tuesday 12 May (very much an ‘event’ for the
fanbase) in three editions, Definitive (£30), Limited (£40), and Collector’s
(£30). The reasons for these multiple editions are to do with Dever’s heroic
attempts to keep Lone Wolf in print when interest in gamebooks tailed off at
the turn of the century and I decided on the Definitive because I didn’t want
to wait for the Collector’s (pre-order only, with delivery expected in July)
and don’t have any great interest in signed copies (though it is nice to have
Dever’s signature in my copy of The Storms of Chai as a keepsake). In
addition to the fifty extra sections of gameplay, which – my reservations
notwithstanding – will no doubt appeal to most buyers, the gamebook is also
illustrated by the brilliant Gary Chalk (amongst others), the first to which he has contributed since Lone Wolf 8: The Jungle of Horrors (1987). The
volume also includes thirty-two pages of supplementary material, ‘The Magnamund
Archives’, which will also no doubt appeal to most buyers. (I did enjoy reading
this, though I buy the books primarily for play.) I ordered promptly at 17:02
on 12 May, paying a very reasonable £4.99 for postage and packaging, and my
purchase arrived exactly two weeks later. That’s quite a long time to wait,
even by Royal Mail’s well-publicised declining standards, but the delay may
well be shorter in future, now that the book is officially ‘in print’ (if that
term is relevant anymore).
In
consequence of the Lone Wolf cycle being distinguished from similar gamebooks (such
as the Fighting Fantasy series, several of which I also enjoyed, especially The
Warlock of Firetop Mountain) by using a serial player character who
advances in rank and abilities, there is always a ‘The Story So Far…’ section
between the rules and the first section of gameplay. One of the strengths of The
Dusk of Eternal Night was that it seemed to pick up where The Storms of
Chai left off, reestablishing the sense of looming cataclysm and climax by,
amongst other things, gathering together companions and allies from the
previous New Order books, The World of Lone Wolf miniseries, and the
various Bonus Adventures published in some editions of the gamebooks. The final
assault by the servants of the Dark God Naar to rule Magnamund began in the
year MS 5101. Naar’s victory is dependent on his destruction of all three of
the New Order of the Kai, the Brotherhood of the Crystal Star (a magic-user’s
guild in D&D and AD&D terms), and the Elder Magi (also magic-users, as
the name implies). Thanks to the efforts of True Friend, Lone Wolf, and the
other Kai Grand Masters, Naar’s agent Zashnor was defeated in Chai (The
Storms of Chai) and his Shadow Gate in Zekgazad destroyed (Dead in the
Deep), preventing him from unleashing an army from the Realm of Paradox. Naar
has, however, freed Demonlord Agarash from his pocket dimension prison and
resurrected Archlord Vashna, with True Friend defeating an undead army of the
former at the Battle of Lorn in MS 5103 (The Dusk of Eternal Night).
As
True Friend has successfully completed eleven adventures, he has now mastered
all sixteen of the Kai Grand Master Disciplines and reached the highest rank
possible, Kai Supreme Master, in theory if not in practice Lone Wolf’s equal
(more on this below). In the battle for Magnamund, he has been
assigned command of Southern Magnamund, where he will continue the fight
against Agarash while Lone Wolf does the same against Vashna on Northern
Magnamund. I liked this premise as it expands True Friend’s exploration of the
south, in contrast to Lone Wolf’s focus on the north, which means that players
who complete all the series within the larger cycle experience the full range
of settings across Magnamund. With all this personal history (like many, if not
most, of the fanbase, I imagine) and nervous anticipation in mind, the first
few pages of the volume exceeded my expectations: this is a game that promises
to integrate the excitement of the first thirty episodes with the originality
of the thirty-first. ‘The Story so Far…’ is succinct and gripping, a perfect
introduction to the whole cycle and the cataclysmic end to which it is coming.
Then comes the big reveal in ‘The Game Rules’, which answers all of the
questions and concerns I posed above: in this game (and perhaps the next), I
can choose to continue with True Friend as my persona or return to Lone Wolf. Not
only can I either be one or the other, but I can mix and match within the game.
This
is ideal because Lone Wolf and True Friend are the same rank (‘level’ in
D&D and AD&D terms), both have demigod-like powers, and are each in
command of half of the forces of good…so why not play either/or or both/and?
The instructions are that one can begin with either character and then choose
to either stay with that character throughout the adventure or switch between
the two when the characters meet (and given the option in the text). Of course,
what this also means is that there are actually two distinct adventures in Volume
One: Lone Wolf’s (the first two hundred sections) and True Friend’s (the
second two hundred sections). This, in turn, explains why the final adventure
has been divided into two. Lazzari and Ben have remained true to Joe’s initial
conception of thirty-two adventures, but offered us the opportunity to play it
twice. Brilliant. The experiment with the gamebook form is also reminiscent of
another of Joe’s short series, Combat Heroes, (two pairs of books, one pair
published in 1986 and the other in 1987) where players could either play a
short solo adventure or play against another player, who would be using the
other gamebook. The options for playing Volume One are not, however, merely
twofold because one can begin as either Lone Wolf or True Friend and then
switch (or not) at two different points in the game, providing eight
permutations in total. That must have involved some very clever and creative
planning and writing by Lazarri and Ben and I found the switches between
personas perfectly seamless.
I
decided to start as True Friend to retain continuity with the New
Order and End Game series, which I’ve been replaying and reviewing for the last
decade. My initial plan was then to switch at each point I was given the
opportunity. I’m not sure why, but I thought there would only be one chance to
change so I envisaged beginning the game as True Friend and finishing it as
Lone Wolf (which was in fact what happened, but for a different reason). One
thing I realised as I recovered my notes on True Friend from The Dusk of
Eternal Night and used the information in the rules to arm and equip Lone
Wolf as best as I could remember – from when I played Lone Wolf 20: The
Curse of Naar (1993), which was probably twenty years ago – was that the
game has become pretty complicated by this stage. Not only have both Supreme
Masters acquired multiple sets of disciplines, abilities, and powers over the
years (conveniently summarised in the last few pages of Volume One), there are also a new set of abilities called Supreme Master Gifts. But don’t get
too excited… what Lazarri and Ben give with one hand they take away with
another because Lone Wolf and True Friend are also cursed, by Vashna and
Agarash respectively, meaning that one must balance all of the previous
abilities with the gifts and the curses in order to determine Combat Skill and
Endurance (the two core game mechanics) in different situations. This is not a
criticism, merely an observation that Light of the Kai is not an entry level
game. The Storms of Chai would be a better place to begin and Voyage
of the Moonstone even better (though the best place of all to begin is with
Flight from the Dark).
True
Friend’s adventure starts when he is summoned to a war council with Lone Wolf
and their allies in Toran, in Sommerlund, and Northern Magnamund is the setting
of Volume One (I am hoping Volume Two will shift to Southern
Magnamund, for the reasons mentioned above). I liked the ecological theme that
is raised very early, of Magnamund’s inhabitants being destroyed by the
declining capacity of the planet to support existing species rather than being
annihilated by Naar’s various minions (later referred to as its inability to
sustain its ‘World-power’). I think this will resonate very well with younger
players in particular. True Friend finds himself and Lady Assiliah, who is a
student of the Shianti and a guardian of the Isle of Lorn, in the Ironwoods, in
the Durncrag Mountains, the range that separates Sommerlund from the Darklands.
The opening reminded me of playing Flight from the Dark all those years
ago and at this early juncture I was really looking forward to whatever came next.
In the first part (of four), True Friend and Assiliah must find Tower Ironar,
an abandoned Sommlending settlement, infiltrate it, explore the dungeons
beneath, and enter the Crystal Forge. The second part begins when they return
to Sommerlund to find that an enormous cyclone is engulfing Toran while a comet
descends on Northern Magnamund from above. True Friend must then defeat the
Demon-king Suula, who has taken Kai Grand Master Swift Sword as his host, in a
sequence that is surprisingly short and frustratingly deadly. Once Suula is
defeated, there is an opportunity to switch characters and I began the next
part as Lone Wolf, in search of the Rings of Judgement (the book uses US
spelling, which I’ve replaced here) in the Danarg, a jungle to the southwest of
Sommerlund that was the setting for The Jungle of Horrors. Lone Wolf
must explore some or all of the four ruined towers of the Elder Magi to recover the rings and defeat, amongst many other denizens, a hive of Krywiz,
powerful zombies that can infect all they wound, even Supreme Masters with
their demigod-like resistances. The final part starts with Lone Wolf’s skyship
receiving an unexpected visitor and a second opportunity to switch characters.
I decided to remain with Lone Wolf this time and continue my search for a cure
for the failing World-power. This takes Lone Wolf to the city of Ankor, in the
Hardlands, in search of the Death Shard, and a climactic battle in his skyship
with The Shog’aash, the last of the Sea Dragons of Naar. As such, the narrative
that underpins the game, the ‘book’ in gamebook, is entertaining, engrossing,
and exciting, unquestionably the best End Game instalment since The Storms
of Chai. There are several sections that have long descriptions or more
than two pages of text and occasionally there are two of these in a row, but
the balance is much better than in The Dusk of Eternal Night and this is
a very good game indeed.
If
I concluded my review here it would be exclusively positive. I’d be very happy
with that and many players may not agree with what I have to say next, but I've reviewed all of these gamebooks honestly and have no intention of changing
my approach at the eleventh hour. Simply put, True Friend is, as his wimpy name might have
suggested, not tough enough for this adventure. Almost all combats were very
hard, against adversaries of a similar strength (which stretched credibility at
times), and the addition of the curse made many very hard combats fatal or even
impossible. I’d already been killed twice (once in combat and once by a poor
decision) by the time I met Teakkro, last seen in Dead in the Deep, at
the end of the first part. She would have been enough of a challenge on her
own, but she had brought some friends along to make killing me much quicker and
by this point I was the proud bearer of the Red Plague in addition to the Darkness
Curse. For the first time in thirty-two games, I had to ‘cheat’, meaning that I
had to pretend I’d won an impossible combat rather than simply replay the
combat until I won or reboot my game at an earlier section to increase my odds
of success. I didn’t feel great about this, but I did feel great about
scurrying back to Lone Wolf to let him to take over and decided that I would
finish the rest of the game as Lone Wolf whatever the options were.
Unfortunately, before I could pass the baton – or, more accurately, beg for big
brother’s help – I had to fight the Demon-king Suula, which was another
impossible combat (even if I hadn’t been so battered and bruised) and ended up
cheating for the second time. Once I was Lone Wolf, I was hoping I’d fare better. I did, at first, but almost immediately added a Krywiz plague to my Blood
Curse, which proved fatal later on and caused me to cheat for the third time. I
was killed twice before I reached the relative safety of the skyship at the end
of the third part of the narrative and dare not revert to True Friend when
offered the option because by this time he was basically what the military call
‘combat ineffective’. The final fight against The Shog’aash was probably not
impossible, though I would have had to go back to my start as Lone Wolf and
have a lot more luck with everything in order to be in significantly better shape
when the time came. Without giving away any spoilers, the end of Volume One
suggests that the fate of Magnamund is now entirely in the hands of True Friend… if
so, then I recommend that all the good folk either immediately convert to the
worship of Naar or find a convenient Krywiz to infect them.
With
respect to the gameplay, I think the full combination of adversaries that are
so tough, the curses, and the various other opportunities to have permanent or long-term
reductions to Combat Skill, Endurance, or both are – literally – overkill. I
could have done without the curses or the reductions, or perhaps even both, and
still been killed a few times and had a fun-filled and nail-biting experience. Alternatively, maybe I’m not as good a player as I was
when I played The Storms of Chai, but that wasn’t very long ago and
although True Friend was killed at least once then and perhaps more than once, none
of the adversaries were impossible to defeat. I just needed better luck with
the Random Number Table or better decisions before the combat began. Or maybe I need to take my own advice, go back to Voyage of the Moonstone, play
the New Order series with a little more skill, and make sure that True Friend
is more robust by the time he sets foot in the Ironwoods. The fault may well be mine, but I didn’t like having to cheat and have never needed to before. My verdict is
that while Volume One didn’t quite match its very promising beginning,
it is an excellent gamebook and is bringing the cycle to a captivating and
convincing conclusion. I’ve not seen any reliable information on when Volume
Two will be released yet. Wikipedia states 2030, which seems too
long. My sense from the inspired and ingenious crafting of Volume One, with
its eight permutations (seven of which I still have left to play), is that the
whole of Light of the Kai has already been planned in detail, if not
drafted. My guess is that it’s almost finished or finished and awaiting
playtesting. If there are another four years to wait, I hope I’m in better
shape than True Friend when it’s released…