Image of Little Gryphon

 

Caliban's Hour


HarperCollins
Fiction, Fantasy
Themes: Religious Themes, Twists, Wizards
**

Description

In this retelling of Shakespeare's The Tempest, a broken and bitter Caliban makes his way to the mainland for revenge. In one dark hour, he tells his tale, from his birth to a witch mother through his enslavement by the wizard Prospero, and the beating that left him near death.

Review

I strongly suspect that this was one of Williams' earlier works; only the fact that he'd established himself as a best-selling author explains how this ever got published. Granted, I'm not familiar with The Tempest save through cultural osmosis, but I expect even Shakespeare fanatics would be bored to tears by this long, long tale of Caliban's whining and moaning. I suppose the ending represents some manner of redemption, but by then I was simply relieved that I was almost to the back cover. It would've been better at half the length... or twice the plot. But, then, I don't consider chapter after chapter of "woe-is-me" whining to be a plot.

 

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The Dragonbone Chair

An Osten Ard novel: The Memory, Sorrow, and Thorn trilogy, Book 1

DAW
Fiction, Fantasy
Themes: Canids, Classics, Dragons, Epics, Faeries and Kin, Fantasy Races, Magic Workers
*****

Description

The first book of the Memory, Sorrow and Thorn trilogy tells of the land of Osten Ard, where mortal kingdoms rise and fall on the ruins of the near-immortal Sithi, former masters of this magical place. With the death of old King John comes great change, and the start of great troubles. All of this seems beyond the young scullion-boy Simon, a daydreamer destined for an insignificant life, whose only ray of hope is his apprenticeship to the kindly old alchemist Doctor Morgenes. In events that seem beyond his ability to understand, Simon finds himself thrown from his castle home into the middle of a struggle between mortal and immortal, living and Undead, light and dark, in a sweeping tale that spans centuries of pain and planning by the Sithi prince Ineluki, known now as the Storm King. The new king, Elias, strikes a deal with the undead Ineluki, forcing his bookish younger brother, Prince Josua, to take a stand and resist an evil unlike any seen before. If Ineluki is to be defeated, an ancient riddle left by a mad priest, concerning three great swords of power, must be solved. Somehow, Simon is caught up in the quest to locate the swords and secure them for Josua.

Review

This is a very impressive story, with clearly defined cultures and characters that draw you in and won't let you go. It's a little bit slow to start, but soon picks up, and from then on has a fairly steady stream of action balanced nicely by international intrigue. Williams' tendency to give everyone and their brother a role in the narrative only adds depth to the story. Many unique cultures come to life in these pages. This was a bestseller, with good reason. A must-read for any fantasy fan!

 

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The Stone of Farewell

An Osten Ard novel: The Memory, Sorrow, and Thorn trilogy, Book 1

DAW
Fiction, Fantasy
Themes: Canids, Classics, Dragons, Epics, Faeries and Kin, Fantasy Races, Magic Workers
*****

Description

Simon, his troll-friend Binabik, and others face numerous obstacles as they try to return to Josua with the fruits of their journeys in the northern mountains. As they fight their way south through storms and giants and other dangers, the remnants of Prince Josua's forces struggle just to survive, while King Elias and the Storm King's allies continue to bleed the life from Osten Ard.

Review

What can I say? Another great story, suffering only from an abrupt ending (probably the fault of the editors, not the author.) Williams continues to weave a marvelous tale in a rich world full of wonders. If my description and review seem sparse, it's because I don't want to risk printing spoilers.

 

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To Green Angel Tower

An Osten Ard novel: The Memory, Sorrow, and Thorn trilogy, Book 1

DAW
Fiction, Fantasy
Themes: Canids, Classics, Dragons, Epics, Faeries and Kin, Fantasy Races, Magic Workers
*****

Description

The conclusion of the epic trilogy brings the entire struggle to a head. The Storm King's minions and the forces of Prince Josua finally meet in a battle that will determine the fate of all - mortal and immortal - who live in the land of Osten Ard, while Simon and his companions race to unravel the riddle of the three great swords that has taken them to the ends of the known world.
(NOTE: The Amazon link is to Part 1.)

Review

This is the first time I have ever seen a third book in a trilogy that was bigger than the first. It had to be split in two for the paperback version! A spectacular conclusion to a spectacular story, with a climax that kept me on the edge of my proverbial seat right to the end. As for the actual ending, Williams certainly takes things down to the wire! There were hints thrown in that there may be a sequel (a prophecy said over newborn twins, the introduction of numerous younger characters, etc.) which I would love to read... provided he could keep up the quality established here. I was saddened when I turned the last page, realizing that I wouldn't be "visiting" the characters or Osten Ard again except in re-reading the trilogy. As of now, I've reread the whole thing four or five times, and the books are holding up marvelously... except my original paperback copy of The Dragonbone Chair, which I had to replace. The story remains indestructible.

 

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The Heart of What Was Lost

An Osten Ard novel

DAW
Fiction, Fantasy
Themes: Canids, Classics, Dragons, Epics, Faeries and Kin, Fantasy Races, Magic Workers
***

Description

With the fall of the undead Storm King in a cataclysmic battle, the power of the Norns was shattered - but even short-lived mortal men know better than to leave a deadly foe alive at their backs. As the survivors of the faerie Norn forces straggle back north to their ancestral stronghold in the mountain known as Stormspike, Duke Isgrimmnur leads a force of battle-hardened Rimmersmen, joined by soldiers from across Osten Ard, in pursuit. Thus begins a legendary siege, one that will set the stage for the future of the land, and the races of men and faerie alike.

Review

Whn I heard Tad Williams was returning to Osten Ard for a new trilogy, I - along with countless fans of epic fantasy - rejoiced. His Memory, Sorrow, and Thorn trilogy is a genre benchmark, famously serving as partial inspiration for George R. R. Martin's sprawling A Song of Ice and Fire saga. Until the first novel of the new trilogy drops in June 2017, Williams offers a taste of things to come with The Heart of What Was Lost, a linking novel. At only 200 pages, it itself is not an epic, nor is it quite a standalone... and there, I believe, lies the crux of my dissatisfaction. A few characters from the original trilogy return here, but they feel like pale shadows of the rich characters I remember, just as the world seems flatter and less immersive than the Osten Ard I knew. The new characters, particularly on the human side, felt more like plot devices than rounded people, whose presence was meant to drive home themes and emphasize the surreal atrocities of the war against the Norns. Speaking of the Norns, Williams makes what I consider a tactical mistake: he gives the Norns half the narrative. I can understand why he did it from a storytelling perspective, showing that the "enemy" isn't a monolithic bogeyman, but full of its own motivations, rivalries, and contradictions, but part of the reason his faerie races worked so well in the original trilogy was their alien mindset. Their lives are inconceivably long, their culture riddled with odd customs and taboos and cultural touchstones, their powers beyond mortal ken, their thought processes inherently inscrutable even among the "good" race, the Sithi. They could be interacted with, but never fully understood. By turning over so much of the story to them, the Norns become too human, even as the story becomes burdened by alien names and terms (not to mention far too many apostrophes.) The overall story isn't terrible, but it feels weak, with some great moments separated by long slogs. The whole novel reads like filler material or background information, events Williams wrote for himself, for continuity reasons, but which the reading public didn't need to know about before embarking on the next Osten Ard adventure... save for the money, of course. I can't say I begrudge Williams (or his publisher) cashing in and building hype, but I must say I'm distinctly less enthused about the forthcoming Last King of Osten Ard books than I was before I read this. Maybe Williams has changed. Maybe I've changed. Or maybe that enthusiasm is the true heart of what was lost, here.

 

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Mirror World


HarperPrism
Fiction, YA? Novelty Books/Sci-Fi
Themes: Aliens, Altered DNA, Frontier Tales, Portal Adventures, Weirdness
**

Description

In the future, a number of large mirrors appeared inexplicably all over the world. One could walk through them into another world - aptly called Mirrorworld - though all inorganic substances were destroyed in the crossing. For a time, people could go to Mirrorworld and back to Earth as one might travel to any distant land. Suddenly, the mirrors became one-way, and those humans in the mysterious new frontier were stranded. Shortly thereafter, Earth was invaded by insectile aliens traveling through the mirrors. In an attempt to combat these bizarre invaders, the United Nations began creating biotroopers, genetically altered and enhanced humans who would travel through the mirrors and fight the bugs at their source - in Mirrorworld or beyond, if need be. The technology that produces the biotroopers isn't perfect; it produces insanity at least as often as it produces superhumans. Meanwhile, the stranded humans in Mirrorworld have begun rebuilding their lives, unwilling and unprepared colonists on unexplored alien soil.
This is an adaptation of an illustrated novel series by the acclaimed author Tad Williams.

Review

In the preface, it is said that the stories in this book are only a portion of the whole Mirror World story. I can't help thinking that Williams chose the wrong tales to reprint. The concept of Mirrorworld was interesting, but two of the three stories included threw out major story arcs that were never resolved, and the first one reads something like a drug trip. The third story (Childhood's End), which has less to do with the major arcs, was most successful at drawing me into the lives of its characters. On the whole, I was left feeling unsatisfied, wanting more of Mirrorworld and a few of the characters but especially some form of conclusion. I wonder if the graphic novels ever tied things up, or if Williams is planning to write up that conclusion at a later date. As it was, it was like reading stray chapters cut from a much larger work, chapters that did little more than frustrate and confuse anyone who was unfamiliar with the original story.

 

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Otherland: City of Golden Shadow

The Otherland series, Book 1

DAW
Fiction, Sci-Fi
Themes: Artificial Intelligence, Diversity, Epics, Girl Power, VR
****

Description

In the near future, the internet has evolved into the Net, a world just as real as - or even more real than - reality to many people, especially kids. Riding beyond the cutting edge of technology is the massive Otherland project, a secret network set up by the most influential people on Earth, also known as the Grail Brotherhood. They aim to achieve immortality and a sort of godhood over a virtual universe, which depends on contact with a dark virtual entity known as the Other. The secret of Otherland is guarded with lethal force, even when children start falling comatose online after apparent contact with the Other.
Irene Sulaweyo is a professor in South Africa whose little brother Stephen is one of those kids. With her bright student, the bushman !Xabbu, she begins to investigate - a route that pits her against some of the most powerful people alive, with but a few unlikely allies.
Fourteen-year-old Orlando Gardiner uses virtual gaming to escape the hellish world of terminal disease that he must live in, with his best online friend Sam Fredricks. A vision of of a strange place interrupts their gaming, and Orlando becomes obsessed with finding the source.
Paul Jonas is living a surreal nightmare, unknowingly trapped in a virtual-reality prison for so long that he barely remembers his own name. After a vision of an angel-woman appears to him, he escapes one prison, only to find himself wandering through bizarre worlds with no memories except the knowledge that he is being hunted by his former guards.
Little Christabel lives on a military base. Most of her time is spent playing with her toys or her Storybook Sunglasses, but sometimes she wanders off to visit her strange friend Mister Sellars, a wheelchair-bound, partially-burned recluse essentially under house arrest. Lately, Sellars has been asking for her help, help that may mean life or death for people she never knew and may never know.
All are drawn in by visions that intrude on their Net-surfing, a golden city in one of Otherland's virtual realms. From that virtual city begins a quest across the simulated worlds of Otherland to find the secret of the "lost" children, and the truth behind the Grail Brotherhood.

Review

It seems that VR is just a technological excuse to be able to enter what are essentially fantasy worlds, but I still think this is a great story; I've always preferred science fantasy to hardcore science fiction, anyways. It drug a tad (no pun intended) in parts, and Williams has a noted tendency to give every character and their brother a paragraph or two in the narrative, but it shows great promise. I docked it a rating-level because it bogs down more than once, and at the end I wasn't totally sure I'd read 770 pages of story. That doesn't mean I didn't like it; I just happen to think it could've been better with tighter editing. One touch I really thought was fun was the little snippets at the start of each chapter, with excerpts from newscasts, ads, net-shows, games, and such. They added to the feeling of a complete world, where humans are still humans despite greater technology. They also give clues as to how the world in general seems to be getting antsy, as though Something Big were coming... (One of my favorite snippets concerns a famous psychic who quits her job and heads for a private compound because she foresees the end of the world. When asked why, since she has made the same prediction many times before, she replies, "Because this time it's actually going to happen.")

 

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Otherland: River of Blue Fire

The Otherland series, Book 2

DAW
Fiction, Sci-Fi
Themes: Artificial Intelligence, Diversity, Epics, Girl Power, VR
****

Description

Irene, !Xabbu, Orlando and Sam, among others, contine their journey through the many worlds of the massive virtual conglomeration constructed by the Grail Brotherhood. Meanwhile, Paul Jonas, his memory partially restored through the intervention of a mysterious stranger, continues his own Otherland wanderings to complete the puzzle of why the Grail Brotherhood so fears him that they trapped him in VR. Offline, new characters are introduced, who begin to put the pieces of the mystery together in their own parts of the world, a mystery that seems linked to many cults that are predicting an imminent Doomsday.

Review

Again, I definitely felt that I'd read something less than 634 pages at the end. Looking back on the experience, I realize that not too much happened. One thing I usually like about Williams' style is his ability to flesh out the tale with "scenery," where not much is happening in the plot, but places, personalities, and world/personal histories are elaborated upon. Usually, he sneaks it in so skillfully that you don't realize that the story hasn't advanced until much later. This time, the "scenery" was fairly distinct... or maybe the plot just didn't hold up quite as well under the added weight. It seemed there were times when Williams was just showing off by creating strange, new worlds in the Otherland VR simulations, then having characters wander around aimlessly to revel in their weirdness and depth until I, the reader, got just a little sick of it. His giant insect (or rather miniature human) world was cool, and the canyon/flying realm was neat, but the Martian-blasted London and old-style cartoon worlds got old fast. I still give it the same marks as the previous book, though, and I liked most of it. I do question the author's ability to drag this thing out for two more books, as promised at the very beginning of both this and the previous installment. One more, maybe, but two? Two? I have my doubts, but I'll probably still be in line to pick up Book Three when it comes out; I'd hate to think I abandoned the characters in their current situation.

 

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Otherland: Mountain of Black Glass

The Otherland series, Book 3

DAW
Fiction, Sci-Fi
Themes: Artificial Intelligence, Diversity, Epics, Girl Power, VR
*****

Description

Irene Sulaweyo, !Xabbu, the blind Martine Desroubins and other companions continue their travels through the Otherland network. Clues and visions are leading them to a reunion with the teens Orlando Gardiner and Sam Fredricks, who were separated early on in their wanderings, and Paul Jonas, who is still puzzling over gaps in his returning memory and the recurring vision of the angel-woman who seems so familiar to him. Not only must they find each other, but they must discover the secret behind the Other who runs the system, and why it seems to need the minds of children to operate. Meanwhile, the Grail Brotherhood is preparing for the final phase of the Otherland project, a project that will give the wealthy members the powers of gods.
In reality, the lawyer for Sam's parents, Decatur Ramsey, continues to pursue leads about what happened to trap the teen online, finding himself led deeper and deeper into the mystery. The mysterious Mister Sellars finds his own plans to oppose the Otherland project falling into disarray as disruptions in VR and reality continue to plague the world, and this time even the little girl Christabel - his one real-world ally and friend - may be unable to help. Dread, the pet killer of the Grail Brotherhood's ancient leader, is still working on his own plans for the Otherland network, and may be a bigger threat than anyone realizes.

Review

Now the story's really picking up the pace. All the set-up and "scenery" in the first two books is starting to pay off in a good way. When I finished this book, I was quite satisfied that I had, indeed, gotten somewhere. My earlier doubts about his ability to carry the plot through two books were thankfully dismissed in this volume. Now, all I have to do is wait about a year for the conclusion to the Otherland story. Dang it.

 

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Otherland: Sea of Silver Fire

The Otherland series, Book 4

DAW
Fiction, Sci-Fi
Themes: Artificial Intelligence, Diversity, Epics, Girl Power, VR
****

Description

The Otherland network is in chaos after the events of Book 3. Not only are Renie, !Xabbu, Paul and their companions trapped in the computer simulations, the former gods of the virtual worlds are stuck online, helpless, with them - those that are still alive, at least. Worse, the murderer Dread has gained control and is forcing his sadistic brand of fun on the world's most complex online universes. The Other itself is dying at the hands of its cruel new master, and even the adventurers' best efforts may come as too little, too late to save the system - not to mention the children trapped in its virtual networks.
Offline, things are no better. Little Christabel's family is on the run, with Ramsey, Mister Sellars, and a homeless foundling as their peculiar companions. A former employee of Felix Jongleur, head of the J Corporation and the Grail Brotherhood, is herself on a quest for personal peace with the voices of the lost children that fill her head, facing the black monolith where the enemy himself lives. And, deep in the South African mountains, holed up in an abandoned military bunker, Renie's father and two companions are all that stand between her and !Xabbu's physical bodies and a team of unknown yet highly persistent infiltrators.

Review

I had to debate my rating on this one for a good, long while, but ultimately had to trim it the extra point that it should have deserved. Just one too many Sudden Revelations and changes of course in mid-story, I suppose... or maybe I thought it got just a little too complicated for its own good. Williams seemed to hold information back that could've been introduced (or at least hinted at) in earlier books simply to wham readers between the eyes with it at the end. The lack of info worked against him, as, by the time he revealed them, the revelations seemed too convoluted and out-of-nowhere to swallow. But, ultimately, it was a (mostly) satisfying and action-packed conclusion to a very good tale.

 

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Shadowmarch

The Shadowmarch series, Book 1

DAW
Fiction, Fantasy
Themes: Diversity, Epics, Faeries and Kin, Fantasy Races, Girl Power, Religious Themes, Wizards
****

Description

Long eons ago, the Qar - mysterious races of shadow and mist and elder magicks - ruled the lands, until mortal men drove them to the distant north, beyond the Shadowline that now marks the edge of their domain. The ancient castle of Southmarch stands nearest this line, the seat of the Eddon family and the most powerful of northern kingdoms. Over the centuries, tales of the Qar faded to legend, especially in the realms further south, who cannot feel the northern darkness breathing over their shoulders. With their brief lives and short sight, men forget the old days and the ancient hatred between mortal and immortal, human and faerie... but the Qar remember, and even today their undying anger burns hot and bright as ever. Soon, they shall stir from their northern fastnesses, carrying that flame to burn all that lies before them.
Prince-Regent Kendrick and his younger siblings, the twins Briony and Barrick, sit upon an increasingly unstable throne in Southmarch Castle. Their father, King Olin, was kidnapped by the bandit-king of the southern city of Heirosol; his ransom demands have put even more stress upon a political situation ripe for disaster, with northern nobles already vying for the crown if the young regent should make a single misstep. Rumors tell of the spreading grasp of the Autarch, the cruel god-king of the ancient city of Xis, reaching ever closer to Southmarch. Princess Briony can only watch with despair as Kendrick attempts to shoulder their father's reputation and responsibilities, while her twin brother Barrick slides deeper into his dark moods and darker dreams. When Kendrick is murdered in his own bedchamber during a visit from one of Heirosol's envoys, it first seems a simple political assassination, meant to cleave the already fractured Eddon family, but soon it proves much more than that. The Shadowline begins to move. Qar walk openly on mortal lands. And ancient forces, long forgotten by mortals, begin to stir, forces that could destroy not only Southmarch but the fragile world of all mortal men.

Review

I first encountered Tad Williams through Tailchaser's Song (reviewed below), and his Memory, Sorrow, and Thorn trilogy (reviewed above) has long been my favorite high fantasy trilogy. But, as some of his more recent works have left me cold, I was reluctant to pick up Shadowmarch until I found it deeply discounted. Some of the old Williams magic returns, as he weaves a tale in a fascinatingly layered and magical world, with distinctive characters telling their own bits of the greater story. It starts out slowly, and even when things pick up there are several meandering stretches as Williams indulges in "sight-seeing" side-trips around the edges of the plot, but I've come to expect that from high fantasy. One of the more annoying point-of-view characters nearly cost it a half point, as did one of the more out-of-the-blue revelations. For the most part, though, it held my interest, and even if this new world didn't "click" for me like Memory, Sorrow, and Thorn's Osten Ard, I've missed having a nice, thick fantasy series to lose myself in. I'll have to track down the second book.

 

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Shadowplay

The Shadowmarch series, Book 2

DAW
Fiction, Fantasy
Themes: Diversity, Epics, Faeries and Kin, Fantasy Races, Girl Power, Religious Themes, Wizards
****+

Description

Dark forces work to reshape the world of the Living. Outside the northern castle of Southmarch, the army of the faerie Qar camps amid the deserted city, their seige halted under an ancient truce... for now. Within the castle walls, the reign of the Eddons is over in all but name; though a baby heir to the kidnapped King Olin lives, the castle is under the harsh stewardship of the ambitious Tolly clan, who already maneuver to make their occupation of the northern throne more permanent. But without an Eddon as king, Southmarch and its people - the humans, the burrowing Funderlings, the seagoing Skimmers, even the secretive Rooftoppers - may be in greater danger than any could possibly imagine... dangers the short-sighted, infighting Tollys cannot possibly foresee, let alone counter.
Olin's elder children, the twins Briony and Barrick, have been torn away from Southmarch by the currents sweeping across the land, thought by many to be dead. Brooding Barrick, plagued by dreams of flame and shadow, travels north beyond the Shadowline into the eternal twilight of the Qar realms, on a mission he himself hardly understands. Briony, meanwhile, having narrowly escaped assassination, travels with the Eddon's former armsmaster Shaso far to the south. She hopes to rally support for her family among the other human kingdoms, perhaps even with the bandit-king of Heirosol (abductor of Olin), but just staying alive beyond the rarified world of castle nobility takes far more effort than she could have anticipated.
As the northlands fall into discord and ruin, the fanatical forces of the god-king Sulepis begin to stir on the southern continent of Xand, ever eager to expand their empire. The divided land lies ripe for invasion... but even the Qar armies and the autarch's invasion fleets may only be a part of a much greater threat to the world, a threat that has the gods themselves stirring in their ancient slumber.

Review

The first volume, while enjoyable, read like many epic fantasies. A troubled royal family, power plays among the nobility, inhuman enemies, ancient buried secrets... a nicely described world and interesting characters, but still nothing truly distinctive. Shadowplay steps beyond the average fantasy, taking its world in some interesting new directions. As before, Williams tells the tale through numerous narrators, each with a unique voice, place, and perspective on the greater tale. Also as before, a couple of the narrators irritated me more than the others, but even those who seemed superfluous in the first volume find themselves involved in far more than they bargained for in this book. The world itself grows sharper and more fully realized, most especially the interwoven myths and theologies of the various cultures. Williams indulges in more "sightseeing" in this book, one of his trademarks, but enough was happening overall that I didn't mind. I noticed several minor yet annoying editing errors, which came close to costing it a half-star, but by the end I was enjoying the tale too much. Hopefully, I can track down Book 3 soon... though it'll still be a wait before Book 4 is available in paperback.

 

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Shadowrise

The Shadowmarch series, Book 3

DAW
Fiction, Fantasy
Themes: Diversity, Epics, Faeries and Kin, Fantasy Races, Girl Power, Religious Themes, Wizards
*****

Description

Between the warships of the mad god-king Sulepis of Xis to the south and the wrath of the ancient faerie Qar to the north, the mortal land of Eion suffers greatly... but worse may be coming.
In the north, deep in the perpetual twilight beyond the Shadowline, the lost Prince Barrick struggles to reach the faerie king in Qul-na-Qar - the only hope of sparing Barrick's former home, the castle Southmarch, from the faerie armies encamped on its doorstep. His faerie guide lost and his mortal companion long gone, he stumbles from one disaster to the next, narrowly avoiding a hundred deaths, under the unreliable guidance of the raven Skurn. Even as Barrick struggles to make sense of this mad world in which he's trapped, he fears he may already be too late.
Barrick's twin sister, Princess Briony, is once more adorned in the robes and honors of her station in the Syannese court of Tessis... but is more in danger than ever she was fleeing Southmarch in a peasant boy's guise. The king is a fool, his mistress a viper, and the royal court itself an ever-shifting maze of allies and traitors, always with too few of the former and too many of the latter. Briony quickly realizes she's out of her depth, a rustic and suspiciously ungirlish oddity whose name has already been tainted by agents of Southmarch's usurpers, the Tollys. Her hopes of securing assistance to reclaim her throne dashed, all she can hope for now is to escape with her life.
Meanwhile, the autarch Sulepis continues to rain terror on Eion, following his own mad and inscrutible plans as he reaches for a prize none of his ancestors, omnipotent as they were, dared achieve: true immortality itself. Such a lofty goal cannot happen without sacrifices, naturally, but what mere unwashed mortal wouldn't happily lay down their life for the pleasure of the Chosen One?
All eyes, all armies, all hopes and fears seem to fall upon Southmarch, where a long-forgotten force lies waiting to be awakened... or utterly destroyed.

Review

Williams crafts an excellent, gripping continuation of the series, which eclipses even his excellent Memory, Sorrow, and Thorn trilogy in sheer scope and sense of wonder. He begins, as he did in Shadowplay (Book 2), with a brief synopsis of the series thus far - a welcome refresher to remind old readers where things stand and help bring newcomers up to speed. (Many authors seem to forget that reader memories can fade between published installments.) From there, he picks up right where he left off. Ancient tales and religious tracts that were once mere background color become integral keys to the plot, as the wars of the long-absent gods stand poised to replay themselves upon the earth. The cast of characters is large, but never too large to keep track of, each one adding a unique and necessary thread to the overall tapestry. By the end, much has changed, and the stakes are higher than ever. I can hardly wait to get my hands on Book 4!

 

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Shadowheart

The Shadowmarch series, Book 4

DAW
Fiction, Fantasy
Themes: Diversity, Epics, Faeries and Kin, Fantasy Races, Girl Power, Religious Themes, Wizards
****+

Description

Midsummer approaches, a night of great celebration and dark portents... a night which draws many eyes and armies to the ancient castle of Southmarch. In the long-ago times, the land beneath the castle saw the last great battle of the gods, when the maimed Crooked imprisoned his fellow dieties in perpetual sleep beyond the boundaries of this reality, then sealed the rift with his own dying essence. But Crooked has finally died, succumbing after millenia to his final wounds, leaving the rift vulnerable to those who would seek to exploit its power. But only a madman would ever think they could harness the strength of the sleeping gods, gods whose lone exile has driven them more than half mad...
Briony Eddon, with the help of the Syannese Prince Eneas, races to Southmarch, intent on reclaiming her family's throne and paying back the usurper Hendon Tolly for his betrayal. The odds of even reaching the beseiged castle are nigh impossible, but she hasn't lived through the Hell of the past year simply to give up. Too many good lives have been lost, and she has many a blood debt to carve out of Tolly's flesh.
Beyond the Shadowline, in the timeless keep of Qul-na-Qar, Briony's twin brother Barrick can no longer be properly called a mortal. Burdened with the Fireflower, the strange and ancient memories and magicks of the faerie kings, he can scarcely recall his old life, his old family... yet he and the faerie queen Saqri feel the call of Crooked's rift. Unlike mortal men, the Qar have not forgotten the terrors of the days of the gods, terrors that may reclaim the world and all who still live upon it - but they are a faded, dying people, divided against themselves over long-harbored grievances.
The southern autarch Sulepis, god-king in name, beseiges Southmarch with his nigh-inexhaustible forces, determined to become a god in truth. As his cannons shatter the towers of the castle, his forces delve into the Funderling tunnels beneath, seeking the deep and sacred cavern where Crooked's rift - long worshipped by the diminutive Funderlings - awaits him.
Meanwhile, the usurper Hendon Tolly scarcely bothers defending his own people against the Xixian forces encamped on the keep's doorstep. He, too, knows something of the secrets that lie beneath Southmarch... and if the heathen southern madman thinks to become a god on Midsummer night, why can't a determined northern nobleman do the same?
Between them all, forces unseen since the last days of the gods Themselves stand ready to be unleashed... and whatever survives the coming cataclysm can never be the same.

Review

The finale to the epic Shadowmarch series, this should've earned a solid Great rating. The tension constantly ratchets upward as new layers, new complications, and new stakes come to light. Fights both on and off the battlefield come together in a suitably epic climax, tying together most of the threads William wove throughout the four volumes. Characters have grown, and many fall, even as others are left to rebuild what lives they may after the great, final battle. Unfortunately, the final stages feel a little drawn out, with some conclusions feeling less earned than contrived. The final purpose - or lack thereof - of a few characters (one in particular) came close to dropping it the rest of the way to a flat Good rating. On the whole, though, I enjoyed the quartet and the world it wove in my mind. I just think the whole thing might've been stronger had it been trimmed by a few chapters.

 

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Tailchaser's Song


DAW
Fiction, Fantasy
Themes: Anthropomorphism, Felines, Classics, Epics
******

Description

In a world of feline mythos and mystery, the young cat Fritti Tailchaser sets out on a quest to find his lost friend Hushpad. Accompanied by his persistent kitten friend Pouncequick, who insists on tagging along despite the dangers, Tailchaser's path takes him far from home, into dangers that have lurked since the days of the Firstborn, and pits him against enemies that are Evil incarnate.

Review

This novel was apparently Williams's first, and it went on the bestseller list... the lucky son of a tomcat! Truly, it deserved the honor. Fritti's world is big and magical, even if little actual magic occurs until toward the end. It lost a little of its luster after the twentieth re-reading, but I still give it top marks. Fantasy lovers who also love cats simply have to have a copy of Tailchaser's Song in their library.
(One minor nitpick springs to mind - tortie and calico cats are almost invariably female, and males are often sterile, yet for some reason Williams has tortie toms all over the place. I liked the book enough to forgive it that fault, though.)

 

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The War of the Flowers


DAW
Fiction, Fantasy
Themes: Faeries and Kin, Portal Adventures
***

Description

Theo Vilmos is what some may call a loser. Thirty years old, he has never held a serious job, singing in various bands without ever truly realizing his musical potential, more or less skating through life on his charm and good looks alone. All that changes when he loses his unborn child, his girlfriend and his mother in rapid succession. Plunged into depression and a forced life crisis, Theo withdraws from society and the few friends he has. While going through his mother's papers, he discovers an interesting legacy from a great-uncle he never knew about: a hand-written journal, which Great-Uncle Eammon claims is fictional, about a journey into the land of Faerie. Something about the way he describes the place, the detail and depth, makes Theo wonder if Eammon somehow actually traveled to another world. Theo is about to find out, as creatures from Faerie start coming to his own world to hunt him down.
Since the loss of the king and queen in the Second Gigantine War, Faerie has changed drastically. The Parliament of Blooms, ruled by six particularly powerful Flower houses, built a massive City in peculiar mimicry of human development, seeking to adapt to humanity's obscure yet growing drain on the powers of the fair folk. Lord Hellebore and his sometimes ally, the Remover of Inconvenient Obstacles, is not content to share power with his fellows... nor are many faeries content to let humanity's loss of belief in the fantastic continue to drain them of power. A war is brewing, and somehow Theo Vilmos is at the center of it all.

Review

It's sad when a fantasy book has to advertise on the cover that it's a complete story in one volume. One begins to suspect that multi-book stories are becoming a bit too prevalent... but I digress. I didn't hate this book. I just thought it wandered a bit too much. Granted, Williams does a good job describing the strangeness of Faerie and the City, and I enjoyed it on that level, but not too much actually happens until toward the end. Theo isn't a particularly bright bulb as he stumbles through the magical world, and while some initial missteps are to be expected, I thought his perpetual ignorance grew tiresome. He also uses a trick I'm finding increasingly annoying. When a character is telling a story to another character, one does not need to include all the little details that one would normally include in the regular narrative. For instance, if we're following Mary's quest for her lost family, and sidekick Bob stops to tell Mary about his traumatic past and how it ties in to Mary's search, I, as a reader, really don't care about the cars Bob saw across the street while walking to the store on an unremarkable Friday afternoon when he was a boy. I especially don't care about such details if Bob and Mary are in a situation where they don't exactly have all day to sit around yakking because the bad guys are going to show up any minute to interrupt Bob's story and leave Mary without answers. One would think Bob would be more interested in cutting to the chase than relating unimportant details, too, but apparently not if Bob was written by Tad Williams. That feeling of frustration and foot-dragging ultimately sank what should have been an interesting, unique take on the realm of Faerie.
(It's because of this book that I took so long to attempt latest series, Shadowmarch; much as I loved Tailchaser's Song and the Memory, Sorrow, and Thorn trilogy, I didn't know if I could take three or more books' worth of this kind of meandinering.)

 

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The Dragons of Ordinary Farm

The Ordinary Farm Adventures, Book 1

Harper
Fiction, MG Fantasy
Themes: Dragons, Equines, Gryphons, Hidden Wonders, Portal Adventures, Witches
**

Description

Lucinda and Tyler Jenkins just know they're in for a bad summer when their mother announces she's going on a singles cruise and sending them to stay with relatives. When a strange invitation arrives from Great-Uncle Gideon, a man they never knew existed, to visit his farm in California's Standard Valley, they know it's going to be even worse. Lucinda is used to things being bad and turning worse, ever since their parents divorced. Tyler just wants to hide behind his GameBoss blasting monsters so he doesn't have to deal with his life or his family. Unfortunately, a farmhouse in the middle of nowhere isn't likely to have indoor plumbing, let alone cable TV or internet access. Two months feeding chickens and taking hayrides? Talk about bo-ring.
As soon as they arrive at Uncle Gideon's place, things start going weird. They quickly discover that Ordinary Farm doesn't raise cows or chickens or horses: it raises more exotic creatures, like unicorns, griffins, and dragons. Even the farmhands and kitchen girls have very unusual origins to go with their peculiar accents. The more the kids poke around, the more dangers they discover. The secret behind the wonders of Ordinary Farm is one that Uncle Gideon will die to defend... and which some people may be willing to kill for.

Review

So, two modern kids from a broken home visit an obscure relative and discover magical wonders and powerful enemies. I knew this wasn't a particularly original story when I bought it, but I had reasonably high hopes. After all, Tad Williams wrote one of my favorite fantasy epics (the Memory, Sorrow, and Thorn trilogy), and even when he misses he usually has a few nice ideas rolling around somewhere. What, then, went wrong here? Where to begin...
Even the most overdone, trite storyline can be made good (or at least tolerable) with a likable character to follow around. Try as I might - and I did indeed try - I couldn't find a single one here. Lucinda and Tyler are not only self-centered and annoying but remarkably dense, and remain so even as clue after clue drops onto their heads like the leavings of a flying monkey. Children this stupid should not be allowed to have magical adventures. If these two short-sighted, undereducated twits are what the American public school system is churning out these days, then this country is in even bigger trouble than Ordinary Farm is. They talk and think with forced slang and pop culture references that feel more like a grown-up trying to talk "cool" than something a real modern kid would come up with. The other characters feel like stereotyped cardboard cutouts whose secrets were pretty easy to guess from early on (for the reader, if not our dimwitted starring duo.) The farm girls all hide in the kitchen while the men do all the real work... and, yes, last I checked, this is the 21st century; even if their origins explain some of the sexism, it felt unduly irritating that the only remotely strong lady on Ordinary Farm was essentially a wicked witch. The farm proves a far less fascinating place to explore than other hidden wonderlands, and its "secret" - the only part of the entire book with any shred of interest or originality - is only glimpsed once or twice, and then through the exceedingly dim and clouded lenses of Tyler's and Lucinda's eyes. The rest of the story wanders beyond the point of tedium through the Jenkins kids' explorations of the farm, introductions with farmhands and animals, and other entirely pointless meanderings which only rarely advance the plot. Oh, and the titular dragons? They aren't in it nearly enough to justify being part of the title.
The ending really killed it. Major plot arcs are left up in the air because Williams and Beale intend to write a sequel, or more likely a series. Well, if they do - and, unless Williams' name alone is magic enough to make it happen, I have serious doubts about whether this turkey of a tale generated sufficient sales to justify sequels - they'll have one less reader to worry about. All I could think about, as I read this book, was how Brandon Mull's Fablehaven did the same thing, only better... and how I really should've spent my money on the second Fablehaven book instead of this book. Dang it...

 

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