Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Wednesday, December 03, 2025

The Farthest Shore (Earthsea Cycle #3) 4Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: The Farthest Shore
Series: Earthsea Cycle #3
Author: Ursula LeGuin
Rating: 4 of 5 Stars
Genre: Fantasy / Middle Grade
Pages: 135
Words: 66K
Publish: 1972



This just didn’t grip me the same way as the previous two books did. It is still a rousing tale, but in this, LeGuin preaches up a storm and while it doesn’t overshadow the story, it is still in the sky, like a harpy, scree’ing at the reader.

But man, can LeGuin spin a tale. Magic is draining from the world and things are getting worse, even though the Ring of Erreth Akbe has been restored (the story told in The Tombs of Atuan). And it is all springing from a time when Sparrowhawk, Ged the Highmage now, dealt with a necromancer in an arrogant and high handed way. LeGuin is trying to make the point that we should all hold hands and sing kum-by-ya together. The lesson “I” learned was to never leave an enemy alive behind you. Cobb, the aforementioned necromancer (and how awesome is it that a guy who is cheating death and destroying the world itself is just called Cobb? LeGuin’s wit is rapier sharp!) was playing with dark powers and Ged tried to “rehabilitate” him (by scaring the living daylights out of him), only for Cobb to return 10x worse. If Get had put his staff through Cobb’s head at their first meeting, none of this would have happened. And yet that leads into even more goodness. Because not only does Ged have to face Cobb again, now much older, wiser and gentler, but he picks up the prince Arren and in the process fulfills a prophecy about the final king of the Archipelago, who of course through their journey, turns out to be Arren. The story is just fantastic.

I’m going to end the review with that.

★★★★☆


From Wikipedia

An ominous, inexplicable malaise is spreading throughout Earthsea. Magic is losing its power; songs are being forgotten; people and animals are sickening or going mad. Accompanied by Arren, the young Prince of Enlad, the Archmage Ged leaves Roke Island to find the cause. On his boat Lookfar, they sail south to Hort Town, where they encounter a drug-addled wizard called Hare. They realize that Hare and many others are under the dream-spell of a powerful wizard who promises them life after death at the cost of their magic, their identity, and all names, that is, all reality. Ged and Arren continue southwest to the island of Lorbanery, once famous for its dyed silk, but the magic of dyeing has been lost and the local people are listless and hostile.

Fleeing the stifling despair, Ged and Arren keep on southwest to the furthest islands of the Reaches. Arren is drawn under the influence of the dark wizard, and when Ged is injured by hostile islanders, Arren cannot rouse himself to help. As Ged's life ebbs, and they drift into the open ocean, they are saved by the Raft People, nomads who live on great rafts beyond any land. The spreading evil has not yet reached them, and they nurse Ged and Arren back to health. At the midsummer festival, the sickness arrives, and the singers are struck dumb, unable to remember the songs.

The dragon Orm Embar arrives on the wind, and begs Ged to sail to Selidor, the westernmost of all islands, where the dark wizard is destroying the dragons, beings who embody magic. Ged and Arren voyage past the Dragons' Run south of Selidor, encountering dragons flying about and devouring each other in a state of madness. On Selidor, Orm Embar is waiting for them, but he too has lost the power of speech. After a search, they find the wizard in a house of dragon bones at the western tip of Selidor – the end of the world.

Ged recognises the wizard as Cob, a dark mage whom he defeated many years before. After his defeat, Cob became expert in the dark arts of necromancy, desperate to escape death and live forever. In doing so, he has opened a breach between worlds which is sucking away all life. As Cob paralyzes Ged with the staff of a long-dead mage, Orm Embar impales himself on it, crushing Cob in a final effort. But the undead Cob cannot be killed, and he crawls back to the Dry Land of the dead, pursued by Ged and Arren. In the Dry Land, Ged manages to defeat Cob and closes the breach in the world, but it requires the sacrifice of all his magic power.

They travel even further, crawling over the Mountains of Pain back to the living world, where the eldest dragon Kalessin is waiting. He flies them to Roke, leaving Ged on his childhood home of Gont Island. Arren has fulfilled the centuries-old prediction of the last King of Earthsea: "He shall inherit my throne who has crossed the dark land living and come to the far shores of the day." Arren will reunite the fractious islands as the future King Lebannen (his true name).


Sunday, November 16, 2025

Tower Lord (A Raven’s Shadow #2) 1Star DNF@74%

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: Tower Lord
Series: A Raven’s Shadow #2
Author: Anthony Ryan
Rating: 1 of 5 Stars DNF@74%
Genre: Fantasy
Pages: 638 / 471
Words: 239K / 176K
Publish: 2014



Due to some of the moral subject matters brought up in this story, I decided to dnf this book and to add Ryan to my list of authors to avoid in the future. 
I am leaving the synopsis unhidden so this post isn't just 5 words long :-/

★☆☆☆☆


From Fandom.com

The book follows four POV characters, each with their own separate plot lines that overlap and interweave to tell the story: Vaelin Al Sorna, Frentis, Princess Lyrna Al Nieren, and new character Reva Mustor. The chapters are divided into sections, each proceeded by a first person narrative recounting from Lord Verniers, the Alpiran Imperial Chronicler (much like Blood Song). Lord Verniers is in the captivity of a high-ranking Volarian noble, who commands the army attacking Alltor, and his wife.

Vaelin returns to the Realm determined to reunite with his sister and find his lost brother Frentis. After he disembarks from a ship, presumably from the Alpiran Empire, he encounters Reva, who is given the task of retrieving the sword of the deceased Trueblade, her father Hentes Mustor. Reva detests him at first, but gradually accepts his companionship and training when Vaelin tells her he knows where the sword can be found. She is confused as to why he trains her when she plans to kill him, but the blood song tells him it will be necessary later. They travel together until by complete happenstance, they meet Vaelin's old sergeant turned traveling minstrel Janril Norin and his wife, Ellora. They eventually reach Varinshold, where Vaelin finds his sister Alornis and Alucius Al Hestian, a former soldier and companion to Princess Lyrna, residing in his family's old run-down estate.

Vaelin attempted to keep his return to the realm a secret until this point, but he has no choice but to reveal his identity to petition for his sister and their family estate. He meets with King Malcius and his queen, who apparently is not of the Faith, and swears his loyalty to them. He requests the opportunity to search for Brother Frentis, however the well-meaning but weak King Malcius Al Nieren has other ideas, and appoints him Tower Lord of the Northern Reaches. Vaelin is initially tempted to refuse, but the blood song tells him to accept. After he consults with Alornis' master, the famed artist Master Lenial, and brief meetings with Brother Caenis (now Brother Commander), Aspect Tendris al Forne and Aspect Arlyn, they depart for the North, much to the reluctance of Alornis. Along the way, Vaelin reveals the truth about the Trueblade's sword to Reva, telling her he doesn't know where the sword is. He tries to convince her to leave her old ways and join them as a true friend and sister, but her internal conflict overpowers her and she flees, now armed with great skill in combat due to Vaelin's training. Alornis, who grew fond of Reva, is upset about this, but Vaelin soothes over her anger by telling her his complete history, including the details of his blood song and how it instructed him to let her go. In the north, Vaelin proves himself a peacemaker among the many Dark gifted people, despite his reputation and their initial uncertainty and hostility towards him.

We follow Princess Lyrna on her journey as an ambassador to the High Priestess of the Lonak. Her journey opens her eyes to many things, she meets a minion of the One Who Waits and finally finds proof that the Dark exists. However, she has countless more new questions than answers.

Reva, the orphaned daughter of the Trueblade, has been pushed to seek revenge for her father’s death, but after an encounter with Vaelin she begins to question many facts about her life. When she foils an assassination attempt on her estranged uncle, the Fief Lord of Cumbrael, she finally breaks from her past, and finds a family and a future as heir to the Fief Lord.

And finally, Frentis is in fact alive, and finds himself magically enslaved by a mysterious woman on an assassination spree all across the world in preparation for a dark purpose. The purpose is finally revealed when Frentis’s journey ends in the Unified Realm where he is forced to kill King Malcius, triggering the massive invasion of the Realm by the Volarian Empire.

Vaelin learns of the invasion from his Blood Song, and gathers an eclectic army of North Guards, some gifted northerners, Eorhil horsemen, Seordah warriors, the remnants of the Realm Guard, and his old friends and former brothers Caenis and Nortah.

Meanwhile, Princess Lyrna is taken captive by the Volarians like many of her people, but no one knows who she is because her face was badly burned during the initial attack. Thanks to her shrewdness and intelligence, and a surprisingly friendly shark, she escapes to the Meldenean Islands, where she and the Shield destroy the Volarian fleet.

At last Frentis has escaped his magical enslavement, and fights a desperate guerrilla war against the Volarians, during which he finally learns who is the mysterious Aspect of the Seventh Order.

The action culminates at the siege of the Cumbraelin capital Alltor, where Reva fights a desperate defence of the city against the Volarian host. Just as Alltor seems lost, Vaelin and his host, and Princess Lyrna and her Meldenean fleet, arrive and crush the Volarians.

As she walks ashore after the victory, Princess Lyrna is recognised as the new Queen of the Unified Realm. Now all she needs to do is free Asreal from the enemy, deal with the traitorous Renfaelins, and ultimately destroy the Volarian Empire and their ally the One Who Waits. At her side will be the ultimate warrior Vaelin Al Sorna, although he seems to have lost his Blood Song. What could possibly go wrong?




Friday, November 14, 2025

Tower of Silence (Saga of the Forgotten Warrior #4) 4Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission


Title: Tower of Silence
Series: Saga of the Forgotten Warrior #4
Author: Larry Correia
Rating: 4 of 5 Stars
Genre: Fantasy
Pages: 374
Words: 132K
Publish: 2023



I have realized that at least for this readthrough of this series, none of the books will be getting higher than four stars. Correia is a fun author, a great pulpy author, but he’s no Rex Stout. Seeing Correia write outside his typical urban fantasy gunporn (ie, Monster Hunter International) does tend to show his weaknesses, that is, the characters. They are decent, they are not cardboard, but they are not nearly as real as Nero Wolfe or Archie Goodwin. The thing is, I wonder if I felt the same way about the MHI characters on my first read through of that series?

So I am still enjoying this series, quite a bit. It is furious action coupled with some very interesting world building that is fusing the traditional fantasy with hints of science fiction. The theology, which plays a vital albeit rather non-specific part, still escapes my grasp. I’m hoping by the end of the series that I’ll understand a bit more. Politics are playing just the right amount without becoming annoying at all.

By this point in the series, I’m definitely recommending it.

★★★★☆


From https://upstreamreviews.substack.com/

After the events of DESTROYER OF WORLDS, the casteless rebellion is scattered and the surviving characters have to make do without Ashok in their ranks. Thus we find them each engaged in their own plans as they wage a war for survival against the government.

Grand Inquisitor Omand Vokkan continues to put his plan into motion to eradicate the casteless and the representative government alike, seizing control of everything. We learn in a flashback that the Inquisition has had a demon in captivity for decades, which they harvest for magic and information. The demon will tell Omand the location of a certain “source” in exchange for all of the casteless being killed, as they are the blood descendants of Ramrowan, the ancient god that defeated the demons the last time they attacked the world.

The demon tricks an eager Omand into sending a band of wizards into a trap, where they accidentally activate a sleeping cell of insect-like demons that slaughter and destroy anything living, and are almost impossible to stop. Omand repays this betrayal with a trick of his own, allowing the demon to think that the casteless have been slaughtered, thus learning the location of the “source” that he’s after, north in the jungle. Upon hearing this the demon activates a spell to notify others of his ilk that it’s time to invade Lok again. Omand isn’t quite sure what, but the demons have activated a spell of some kind, and we learn in an epilogue that (perhaps) all freshwater in Lok—even hundreds of miles inland—has been converted to saltwater…

Ashok Vadal wakes up on the Isle of Fortress, imprisoned, half-starved, and on trial. The residents think he’s a false Ramrowan Reborn, something they’ve seen before, and while Ashok doesn’t lay claim to the title, he does perform several feats of superhuman strength that lead them to believe he’s the real deal. He escapes imprisonment and falls in with a local monk, Dondrub, who gives him the rundown of Fortress’s current political and religious divisions. The Isle is rich with technological knowledge but poor in other resources, especially for creating guns, which they’re known for. Dondrub shows Ashok the underground/undersea tunnel that Fortress smugglers use to get to Lok, but it’s occupied by a demon god. Ashok slays this creature and takes its head back to Fortress, deposing another false Ramrowan along the way, although Dondrub dies in the conflict.

With the tunnel cleared, Ashok returns to Lok, just in time to learn that an enemy house has found the casteless rebels and is about to annihilate them. He rushes into battle and finds their champion, a new black steel swordbearer named Akerselem. They duel, and for the first time in his life Ashok is almost equally matched, as Akerselem’s sword gives him the same knowledge and skill that Angruvadal gives to Ashok. In the end Ashok triumphs and cuts off Akerselem’s sword arm, defeating him, and ultimately taking up his sword for himself. Once again Ashok has an ancestor blade.

Keta, Keeper of Names, continues to lead the casteless rebels as their priest, though the situation continues to worsen. He does his best to fend off Akerselem’s forces at the rebels’ hiding place, and while he’s just a man, he dies heroically against a black steel swordbearer, leaving the descendants of Ramrowan without a spiritual guide.

Javed, an Inquisition spy planted among the rebels, has been feeding information about them to Omand. When two young hunters find him communicating with his master, Javed kills them and hides their bodies, though the act shames him and he eventually struggles with his loyalties. At the end he’s visited by Mother Dawn, a traveling demigod who takes the form of witches and other things, to tell him that her loyalists (the rebels) need a Keeper of Names. He is to fill the void that Keta left behind. The rebels know what he did though, so this will be no small hurdle to overcome.

As for the prophetess Thera Vane, she continues to lead the rebellion though she misses having Ashok at her side, and she has to make do with lesser assets. One of her more key discoveries is that the mute and damaged children she rescued from the House of Assassins are actually capable of magic, and are slowly coming back to their senses. She’s able to nurture them back to sanity and they make powerful contributions to the rebels’ efforts, helping to destroy aqueducts that deliver water to their enemies. Near the end she learns that Javed is a traitor, and she sows doubt in him that he’s on the right side. Her part of the story ends when she’s captured and swept away to be put on trial, only to be intercepted by Dhaval Makao, a man she ran away from years ago…who is her legal husband.

Once again, the fates of warrior Jagdish, scholar Rada, and protector Karno are intertwined. Jagdish is now a high-ranking officer in House Vadal, which faces border invasions from Akerselem and his new army. House leader Harta Vadal wants Jagdish to face Akerselem in open combat with the hope that somebody will kill him and Vadal will once again have an ancestor blade. (As a reminder, their sword was Angruvadal, which was lost when Ashok was exiled in book 1, and later shattered.)

Rada, meanwhile, communicates from time to time with the black steel mirror that she carries, gifted to her by her late mentor. While made of the same material as the ancestor blades, it performs differently, opening a communication channel to a powerful entity loyal to the Forgotten Gods. Rada and Karno accompany Jagdish and a detachment of his soldiers on an expedition, only to come across the band of wizards that Omand unknowingly sent into a trap. Several of Jagdish’s soldiers are killed by the demon-insects, which almost overwhelm Karno, and nobody escapes unscathed. Rada appeals to the entity in the mirror, who isn’t overly concerned with the humans and their quest, until Rada explains that saving them means they can be useful to the gods later.

The mirror then summons up a force field around Jagdish, Rada, and the other survivors and fires a superweapon from somewhere unknown, obliterating all of the demon-insects that were trying to kill them.

When they report their findings back to Harta Vadal, he wants to know if this super weapon can be conjured up again and controlled. Rada is more worried about the demon insects and the affairs of the Gods, as things continue to intensify.

Lord Protector Devedas has a diminished role in this story, but he’s not out of it. Riding high on a wave of popular support after defeating Ashok, he only becomes more useful to Omand and his scheming. When the time is right for a perverse act of governmental subversion, Omand calls for all power to be concentrated in Devedas to deal with the rebel crisis, under the condition that Devedas will of course give up his power once the problem is solved.

In conclusion, this story covers a scattered cast of characters who do their best to move toward their group goals even without being able to rely on each other


Thursday, November 13, 2025

The Stone of Farewell (Memory, Sorrow and Thorn #2) 5Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: The Stone of Farewell
Series: Memory, Sorrow and Thorn #2
Author: Tad Williams
Rating: 5 of 5 Stars
Genre: Epic Fantasy
Pages: 727
Words: 268K
Publish: 1990



My fourth chunkster of a book this month and thankfully, NOT a dnf. I couldn’t have dealt with another dnf, I just couldn’t have. Tad Williams was writing massive books 15 years before Sanderson ever hit the scene. You go Tad, youdaman! Plus, this was even better in 2025 than when I read it in 2003 (technically, I read it at least twice before then, I just wasn’t recording my reading before 2000).

Ok, all the miscellaneous stuff is out of my system, time to get down to the nuts and bolts of this review.

I liked this. A lot. In fact, I liked this 5stars worth. Now, for any of you other reviewers out there who indiscriminately hand out fivestars, or even fourstars, like candy, ie, your average rating is 4 or above (and you are a bad reviewer if that is the case because it means you have no discriminating taste. You are a mindless bookivore), let’s put this in perspective. Up to this point, in the entire year of 2025, I have had SIX 5star reads. That is because I have high standards and I’m flipping proud of that. An author has to work to get a 5star from me. I don’t have a gold standard when it comes to books, I have the Bookstooge Standard. And Tad Williams, with The Stone of Farewell, has totally earned that 5star rating from me.

Unlike this month’s earlier The Resolve of Immortal Flesh, the characters in Farewell come across as real people, as fleshed out individuals, not just a set of characteristics with a name tacked on the cardboard they have for a chest. Now, don’t ask me HOW to do that, because I’m not an author, but as a dedicated reader, I can spot the difference a mile away. Even while having 3-4 different storylines going on at the same time, with tons of characters, I was never once tripping over who was who or thinking to myself “ok, who is this person again?” I am coming to realize that when I read a series, or a big book, that characters matter to me. In shorter books, or novellas, the Idea can be enough to carry things along, but in a chunkster of a book in a chunkster of a series, well, Characters Count.


Count Von Count knows that Characters Count!

The next important part is the story itself. Williams takes his time, as he did in the previous book The Dragonbone Chair, to slowly unspool events. I never felt like things were happening deus ex machina. He also balances the various threads in the story just right. We get enough of each story line to fill in what is needed and to set up what we are about to read in another story line. In that balancing act, much like with the characters, I once again never felt lost or confused or had any trouble remembering how the storylines were tying together. It felt like a wonderfully woven tapestry where you could appreciate each thread line or step back and appreciate the whole, as both were done with a deft touch.

Now you know, the talent and skill that Williams displays with this book, and with the whole Memory, Sorrow and Thorn trilogy, isn’t something that happened overnight. He didn’t write up some garbage, release it on Kindle Direct and then claim that he was a published author and then go on to demand that everyone pay him attention because he was “published”. Even talented people need to practice and increase their skill. Williams’ final products showcase this and I for one, as a discriminating reader with taste and standards, appreciate the living daylights out of it. The more so because I didn’t have to wade though his pile of unpublishable garbage. Writers, take note. Keep your crappy garbage in the drawer where it belongs and don’t inflict it on us, we don’t deserve that.

The synopsis below is once again so full that if you read it, you really won’t need to read the book itself if epic fantasy isn’t your bailiwick. It is mine though, so I know at some point I’ll be reading this trilogy again. I can’t think of any higher praise...

★★★★★


From Fandom.com

Simon, the Sitha Jiriki, and soldier Haestan are honored guests in the mountaintop city of the diminutive Qanuc trolls. But Sludig - whose Rimmersgard folk are the Quanuc's ancient enemies - and Simon's troll friend Binabik are not so well treated; Binabik's people hold them both captive, under sentence of death. An audience with the Herder and Huntress, rulers of the Qanuc, reveals that Binabik is being blamed not only for deserting his tribe, but for failing to fulfill his vow of marriage to Sisqi, youngest daughter of the reigning family. Simon begs Jiriki to intercede, but the Sitha has obligations to his own family, and will not in any case interfere with trollish justice. Shortly before the executions, Jiriki departs for this home.

Although Sisqi is bitter about Binabik's seeming fickleness, she cannot stand to see him killed. With Simon and Haestan, she arranges a rescue of the two prisoners but as they seek a scroll from Binabik's master's cave which will give them the information necessary to find a place named the Stone of Farewell - which Simon has learned of in a vision - they are recaptured by the angry Qanuc leaders. But Binabik's master's death-testament confirms the troll's story of his absence, and its warnings finally convince the Herder and the Huntress that there are indeed dangers to all the land which they have not understood. After some discussion, the prisoners are pardoned and Simon and his companions are given permission to leave Yiqanuc and take the powerful sword Thorn to exiled Prince Josua. Sisqi and other trolls will accompany them as far as the base of the mountains.

Meanwhile, Josua and a small band of followers have escaped the destruction of Naglimund and are wandering through the Aldheorte Forest, chased by the Storm King's Norns. They must defend themselves against not only arrows and spears but dark magic, but at last they are met by Geloe, the forest woman, and Leleth, the mute child Simon had rescued from the terrible hounds of Stormspike. The stange pair lead Josua's party through the forest to a place that once belonged to the Sithi, where the Norns dare not pursue them for fear of breaking the ancient Pact between the sundered kin. Geloe then tells them they should travel on to another place even more sacred to the Sithi, the same Stone of Farewell to which she had directed Simon in the vision she sent him.

Miriamele, daughter of High King Elias and niece of Josua, is traveling south in hope of finding allies for Josua among her relatives in the courts of Nabban; she is accompanied by the dissolute monk Cadrach. They are captured by Count Streawe of Perdruin, a cunning and mercenary man, who tells Miriamele he is going to deliver her to an unnamed person to whom he owes a debt. To Miriamele's joy, this mysterious personage turns out to be a friend, the priest Dinivan, who is secretary to Lector Ranessin, the leader of Mother Church. Dinivan is secretly a member of the League of the Scroll, and hopes that Miriamele can convince the lector to denounce Elias and his counselor, the renegade priest Pryrates. Mother Church is under siege, not only from Elias, who demands the church not interfere with him, but from the Fire dancers, religious fanatics who claim the Storm King comes to them in dreams. Ranessin listens to what Miriamele has to say and is very troubled.

Simon and his companions are attacked by snow-giants on their way down from the high mountains, and the soldier Haestan and many trolls are killed. Later, as he broods on the injustice of life and death, Simon inadvertently awakens the Sitha mirror Jiriki had given him as a summoning charm, and travels on the Dream Road to encounter the first the Sitha matriarch Amerasu, then the terrible Norn Queen Utuk'ku. Amerasu is trying to understand the schemes of Utuk'ku and the Storm King, and is traveling the Dream Road in search of both wisdom and allies.

Josua and the remainder of his company at last emerge from the forest onto the grasslands of the High Thrithing, where they are almost immediately captured by the nomadic clan led by March-Thane Fikolmij, who is the father of Josua's lover Vorzheva. Fikolmij begrudges the loss of his daughter, and after beating the prince severly, arranges a duel in which he intends that Josua should be killed; Fikolmij's plan fails and Josua survives. Fikolmij is then forced to pay off a bet by giving the prince's company horses. Josua is strongly affected the shame Vorzheva feels at seeing her people again, marries her in front of Fikolmij and the assembled clan. When Vorzheva's father gleefully announces that soldiers of King Elias are coming across the grasslands to capture them, the prince and his followers ride away east toward the Stone of Farewell.

In far off Hernystir, Maegwin is the last of her line. Her father the king and her brother have both been killed fighting Elias' pawn Skali, and she and her people have taken refuge in caves in the Grianspog Mountains. Maegwin has been troubled by strange dreams, and finds herself drawn into the old mines and caverns beneath the Grianspog. Count Eolair, her father's most trusted liege-man, goes in search of her, and together he and Maegwin enter the great underground city of Mezutu'a. Maegwin is convinced that the Sithi live there, and that they will come to the rescue of the Hernystiri as they did in the old days, but the only inhabitants they discover in the crumbling city are the dwarrows, a strange timid group of delvers distantly related to the immortals. The dwarrows, who are metalwrights as well as stonecrafters, reveal that the sword Minneyar that Josua's people seek is actually the blade known as Bright-Nail, which was buried with Prester John, father of Josua and Elias. This news means little to Maegwin, who is shattered to find that her dreams have brought her people no real assistance. She is also at least as troubled by what she considers her foolish love for Eolair, so she invents an errand for him - taking news of Minneyar and maps of dwarrows' diggings, which include tunnels below Elias' castle, the Hayholt, to Josua and his band of survivors. Eolair is puzzled and angry at being sent away, but goes.

Simon and Binabik and Sludig leave Sisqi and the other trolls at the base of the mountain and continue across the icy vastness of the White Waste. Just at the northern edge of the great forest, they find an old abbey inhabited by children and their caretaker, an older girl named Skodi. They stay the night, glad to be out of the cold, but Skodi proves to be more than she seems: in the darkness she traps three of them by witchcraft, then begins a ceremony in which she intends to invoke the Storm King and show him that she has captured the sword Thorn. One of the undead Red Hand appears because of Skodi's spell, but a child disrupts the ritual and brings up a monstrous swarm of diggers. Skodi and the children are killed, but Simon and the others escape, thanks largely to Binabik's fierce wolf Qantaqa. But Simon is almost mad from the mind-touch of the Red Hand, and rides away from his companions, crashing into a tree at last and striking himself senseless. He falls down a gulley, and Binabi and Sludig are unable to find him. At last, full of remorse, they take the sword Thorn and continue on toward the Stone of Farewell without him.

Several people besides Miriamele and Cadrach have arrived the lector's palace in Nabban. One of them is Josua's ally Duke Isgrimnur, who is searching for Miriamele. Another is Pryrates, who has come to bring Lector Ranessin an ultimatum from the king. The lector angrily denounces both Pryrates and Elias; the king's emissary walks out of the banquet, threatening revenge.

That night, Pryrates metamorphoses himself with a spell he has been given by the Storm King's servitors, and becomes a shadowy thing. He kills Dinivan and then brutally murders the lector. Afterward, he sets the halls aflame to cast suspicion on the Fire Dancers. Cadrach, who greatly fears Pryrates and has spent the night urging Miriamele to flee the lector's palace with him, finally knocks her senseless and drags her away. Isgrimnur finds the dying Dinivan, and is given a Scroll League token for the Wrannaman Tiamak and instructions to go the inn named Pelippa's Bowl in Kwantipul, a city of the edge of the marshes south of Nabban.

Tiamak, meanwhile, has received an earlier message from Dinivan and is on his way to Kwantipul, although his journey almost ends when he is attacked by a crocodile. Wounded and feverish, he arrives at Pelippa's Bowl at last and gets an unsympathetic welcome from the new landlady.

Miriamele awakens to find that Cadrach has smuggled her into the hold of a ship. While the monk has lain in drunken sleep, the ship has set sail. They are quickly found by Gan Itai, a Niskie, whose job is to keep the ship safe from the menacing aquatic creatures called kilpa. Although Gan Itai takes a liking to the stowaways, she nevertheless turns them over to the ship's master, Aspitis Preves, a young Nabbanai nobleman.

Far to the north, Simon has awakened from a dream in which he again heard the Sitha-woman Amerasu, and in which he has discovered that Ineluki the Storm King is her son. Simon is now lost and alone in the trackless, snow-covered Aldheorte Forest. He tries to use Jirki's mirror to summon help, but no one answers his plea. At last he sets out in what he hopes is the right direction, although he knows he has little chance of crossing the scores of leagues of winterbound woods alive. He ekes out a meager living on bugs and grass, but it seems only a question of whether he will first go completely mad or starve to death. He is finally saved by the appearance of Jiriki's sister Aditu, who has come in response to the mirror-summoning. She works a kind of traveling-magic that appears to turn winter into summer, and when it is finished, she and Simon enter the hidden Sithi stronghold of Jao e-Tinukai'i. It is a place of magical beauty and timelessness. When Jiriki welcomes him, Simon's joy is great; moments later, when he is taken to see Likimeya and Shima'onari, parents of Jiriki and Aditu, that joy turns to horror. The leaders of the Sithi say that since no mortal has ever been permitted in secret Jao e-Tinukai'i, Simon must stay there forever.

Josua and his company are pursued into the northern grasslands, but when they turn at last in desperate resistance, it is to find these latest pursuers are not Elias' soldiers, but Thrithings-folk who have deserted Fikolmij's clan to throw in their lot with the prince. Together, and with Geloe leading the way, they at last reach Sesuad'ra, the Stone of Farewell.



Wednesday, October 22, 2025

Evolution Island (Novella) 2.5Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: Evolution Island
Series: -----
Author: Edmond Hamilton
Rating: 2.5 of 5 Stars
Genre: Fantasy
Pages: 35
Words: 10K
Publish: 1927



This was pretty much on par with Hamilton’s previous work, so it was on track to barely get a 3star when the ending happened. The Dr has made an evolution ray that with the flick of a switch can “evolve” anything in its path. If you flick the switch down though, it “devolves” whatever it touches, ie “reverse the polarity Mr Scootykins!” and all your problems will be solved. The problem is that when the Dr and his young friend flick the switch down and “devolve” all the plant men creatures and the Dr’s helper (who had evolved himself into a brain on spindly legs), the Dr and his friend don’t devolve as well. Everything is supposed to devolve, not just what is convenient. The Dr even makes a point of only using the ray on a certain part of the island earlier in the story so it won’t affect him.

Major continuity fail.

Major authorial fail.

Major fail.

I am realizing that Hamilton and his stories haven’t survived the last 100 years for a good reason. As such, I am done with him. If you’d like to see everything I’ve read written by him, just click the following link:
All My Edmond Hamilton Reviews

This novellas was originally published in the Weird Tales magazine in 1927. I’m including the opening picture for it here just to add some “bulk” to this pint sized review.


★★✬☆☆


From Bookstooge

Doctor Walton posits that evolution is caused by a specific ray but his thesis on the subject is ridiculed. He goes off in a huff and buys and island. He invents a ray that does what he claims and evolves animals and plants. He realizes the danger of what he has done and so leaves the island under the care of his assistant, Brilling, while he goes to get help. Brilling of course turns the ray upon himself and evolves into a brain on legs and plans on using the evolved plant man to spread the ray over the entire Earth, “evolving” the entirety of mankind into goo and then becoming the King of the World, which will be ruled by servile plant men. Dr Walton gets the help of a friend, a young man named Stuart Owen. They return to the isle and are promptly captured. They still manage to reverse the evolution ray on the island and all the plant men and Brilling devolve back into goo. The world is safe once more.

Friday, October 17, 2025

Queen of Demons (Lord of the Isles #2) 3Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: Queen of Demons
Series: Lord of the Isles #2
Author: David Drake
Rating: 3 of 5 Stars
Genre: Epic Fantasy
Pages: 603
Words: 210K
Publish: 1998



600 pages of nonstop magical action, with the main characters (all six of them) going on separate adventures in groups of one to three and combining and recombining at various points as new adventures and adversaries present themselves. By the end of the book I wondered how any of these people weren’t totally insane from everything they had gone through. I was almost physically exhausted from the pace myself, and I was just reading along.

Drake has a great story here, well, the bones of a great story. Unfortunately, the pacing doesn’t allow for much actual story telling, just magical mayhem and carnage as our heroes almost literally carve their way from situation into another. The other issue is the characterization issue. Down below in the “Synopsis” section I’ve included a bullet list of the characters and how they are described. Now, the problem is that how they are described in those bullet points are how they are described in the books, as their defining characteristics. They are not real people, they are those characteristics tacked onto a name and we are reminded ad nauseum about those characteristics by the characters themselves every chance possible. Cashel and Ilna are the most egregious offenders, but Garric isn’t that far behind. And just in case you forgot, one of the main characters will gladly think those descriptions at you about one of the other main characters every second or third chapter. Garric is always thinking about how a handshake back in his village was always enough and not like these fancy city folk needing signed papers. Cashel is always thinking how strong he is but how not stupid he also is, so nobody better try to stop him. Ilna just loathes herself and everybody, every chance she gets, even said people are trying to help. Because that just sends her on a deeper spiral of self-loathing. Sharina is always concerned that she’s not living up to “whatever” because her mentor Nonnus sacrificed himself for her in the first book. Tenoctris the wizard is always claiming she’s not a great and powerful wizard, no, not at all, WHILE she’s opening up gates to demon dimensions and shifting groups of people from pocket dimensions to our world and back, etc, etc. Finally, there is Liane. Liane started out as a character in Lord of the Isles, but here in this book, she’s firmly in the background and has zero presence. She’s essentially Garric’s scribe and counselor, so she stays in the background, whispers in his ear and has as much page time as Cashel’s staff. In fact, that staff has more presence than her!

So those are the major weaknesses of this series. If you can live with that, you’ll have no problems. I am struggling with those issues already though, which is why I’m only reading three of these at a time. I’m going to need a break between the three trilogies.

The other thing I wanted to discuss in this review is its apparent ties to the King in Yellow mythos. When I read these in the 90’s and Aughts, I had never even heard of the King in Yellow. But since then I have immersed myself into that literary cosmic horror universe, to the point where I had to stop because it was affecting me emotionally. (reading Cthulhu cosmic horror at the same time didn’t help any either by the way!) But the first thing I noticed when I read Lord of the Isles was that one of the towns was called Carcosa. Carcosa is also the MAIN city in the KiY mythos. The only other reference I could find to Carcosa was a reference that GRR Martin (the pompous arrogant blowhard jackass) made in his Game of Thrones series. So I am pretty sure that Drake is referencing either the original reference by Ambrose Bierce or just to the KiY mythos in general. I’m leaning towards the second option because in this book the Beast (a demonic entity that wants to enter our world and devour everything) was a myth that turned out to be real. But it had been chained in another dimension by the Yellow King untold ages ago. I don’t think Drake is trying to establish his own KiY mythos here, but he’s definitely using it as an easter egg for such readers as myself. I do find it rather enjoyable. We will see if he continues to hide such things in the future books or not.

Finally (my goodness, this review is turning into a beast itself!), I want to talk about and showcase the cover. The featured image is the cutdown version of the paperback. It shows a bunch of people fighting each other down some spiral staircase with people being pushed off the edge. However, I have the original hardback cover, which extended the picture onto the spine and that extra inch or so of picture really changes things. Instead of being all cramped and mushed together, the scene is a lot more open with the true scope of the fighting going on. I like it and that should wrap things up here :-D




★★★☆☆


From Wikipedia

This book in the series covers approximately 35 days, starting on the second day of the second month (Heron) and ending on the seventh day of the third month (Partridge). For the most part it follows the adventures of two men (Garric and Cashel) and four women (Liane, Ilna, Tenoctris, and Sharina) as they are split up into parallel worlds and slowly reunite, culminating in the defeat of two of their enemies: the Queen and the Beast.

In the introduction, the current King of the Isles, Valence III, and his wizard, Silyon, make a deal with the Beast to regain control of his kingdom from his wife, the Queen. Meanwhile, the main characters are in Erdin where they discover the dead remains of a Scaled Man on their ship, which Tenoctris sees as a bad omen. With the exception of Ilna, they book passage on the ship Lady of Mercy, bound for the Isle of Valles, where Garric intends to declare himself King of the Isles. Before they leave, Ilna gives Liane a sash that she has woven which will notify her if Liane is ever in trouble. Before the ship reaches Valles, a lens appears in the sky and swallows the ship, causing it to wreck.

Garric, Liane, and Tenoctris awake, following the shipwreck, in the land of the Ersa. They eventually make it back to their own world. There they are picked up by a hunting party, led by the noble, Lord Royhas. Rather than dispose of Garric, as he was ordered to, Royhas takes Garric back into the city and holds a council with several other powerful nobles. They express their loyalty to the King but ask Garric's help in overthrowing the Queen. Tenoctris uses a mirror to spy on the Queen and discovers that she is a demon. Garric plans an attack on the mansion. When they've passed all the Queen's safeguards, Garric uses iron to destroy the Queen's gate to another world, but she has already escaped. Following this, Garric appoints himself Prince Regent under King Valence III and demands the allegiance of the Lords who backed him in the revolt. Meanwhile, Admiral Nitker, of the Royal Navy, has declared himself the new Lord of the Isles. Garric promises to destroy Admiral Nitkers and the rebellious navy if they don't return to the King's service. Garric goes before King Valence III and receives his blessing as Prince Regent. Tenoctris discovers that the Queen's mansion was a nexus of portals to many different worlds, one of which led to the Beast.

Cashel uses his quarterstaff to escape the lens that swallowed the ship and saves Sharina as well. They are rescued by Folquin, King of the nearest Isle, and his two wizards, Helphemos and Cerix. Folquin then seeks to marry Sharina. When Helphemos' talking ape, Zahag, throws a fit during a chess game with Liane, Cashel attempts to settle him down. Helphemos, casts a spell to immobilize the ape but the wizardess Silya secretly interferes and sends them to another world. Folquin immediately has Helphemos arrested. Cashel awakes after the transportation on a parallel island of Pandah. He and Zahag meet the lady Sosia who asks Cashel to save her daughter, Aria, who is imprisoned by a wizard Ilmed and the Scaled Men who serve him. Cashel and Zahag succeed in rescuing the princess Aria, but she is less than thrilled. They flee through several magical portals, eventually ending up back on the Isle of Pandah. After they defeat the wizardess Silya, Princess Aria (who has decided to marry Folquin) arranges a boat to help Cashel find Sharina. They arrive in Valles where they run into Ilna, Cerix, and Helphemos and then make their way to the palace where they find Garric, Liane, and Tenoctris.

Sharina and Cerix break Helphemos out of prison and then they go in search of Ilna for help in recovering Cashel. But a wizard with the appearance and voice of Nonnus, Sharina's one-time protector, shows up and tricks her into leaving with him on another ship. Cerix and Helphemos to continue on their way to find Ilna. Sharina eventually discovers the treachery and jumps ship. She is rescued by a large man, named Hanno, who takes her to his home on the Isle of Bight. A phantasm and a group of Hairy Men sent by the Queen attack Hanno and Sharina, but they defeat them. They later discover that the Hairy Men have destroyed Hanno's boat. While searching for a way off the island, the false Nonnus and his crew discover Sharina. The spirit of the true Nonnus comes to her, possesses her body temporarily, and destroys her pursuers. She and Hanno make their way to the volcano at the center of the island and climb to the top. From there they can see that the Hairy Men, led by phantasms, are building boats so they can attack Ornifal. One of the phantasms captures Sharina and conveys her to the Queen. The Queen shows Sharina images of her friends (and an image of the Hairy Men on their way to Valles) and implies that she controls their fates through a chess board. The Queen tells Sharina that she intends to use her to find the Throne of Malkar. Sharina watches as the fleet of Hairy Men reaches the Royal Navy and destroys it, but Admiral Nitkers escapes. When the Queen threatens to send a giant ammonite against Cashel, Sharina agrees to help her.

Ilna begins setting up shop in Erdin, but this time with the intent to good rather than evil. Using her craft she begins improving the conditions of the city. But Cerix and Helphemos eventually find her and seek her help in recovering her brother Cashel. Cerix realizes that many of Ilna's patterns contain writings in the Old Script—even though she can't read or write. She agrees to go with them. Before they can leave Erdin, though, they are captured by a band of Scaled Men. They load Ilna onto a ship and travel through a portal. Cerix and Helphemos find her sash, which she dropped during her tussle with the Scaled Men. It reveals a spell that takes them into a desert world. When Ilna's captors are attacked by Flyers, Ilna leaps through a portal opened by Cerix and Helphemos. Just as they seem to be succumbing to the desert, The People of Beauty arrive and rescue them. Ilna convinces the People of Beauty transport them to the city of Divers on Third Atara. They seek out the Baron Robilard. In his palace, Helphemos gets into trouble and Baron Robilard has him arrested. Ilna goes to Robilard to seek Helphemos’ release. Robilard makes demands, which Ilna fulfills, though to unfavorable results. A humbled Robilard frees Helphemos and offers to personally escort them to Valles. When they get there, Ilna is relieved when she finally finds Cashel. They make their way to the castle where they find Garric, Liane, and Tenoctris.

When all except Sharina have been reunited, they set out to find the lair of the Beast. Admiral Nitkers arrives in Valles to warn them of the oncoming invasion of Hairy Men. Garric immediately orders preparations for battle. The Queen forces Sharina to participate in a spell which is meant to reveal the Throne of Malkar. Instead they learn that it is Garric, not Sharina, that the Queen needs. In the castle, the wizard Silyon and Admiral Nitker kidnap Liane and turn her over to the Beast, fifty meters down a well. At this point Ilna tears her sash and it reveals how to rescue Liane, by giving the key words (in the Old Script) needed to enter its lair. Garric enters the well and Ilna, Cerix, and Helphemos follow him down. The Beast attacks them, revealing that the Yellow King had imprisoned it there long ago and that it had lured them there to release it from its prison. It devours Helphemos and a grieving Cerix finishes the incantation so that the Beast can't escape. Instead it dissolves into fiery lava, unable to die because of its immortality, endlessly burning. Meanwhile, Tenoctris opens up the Queen's escape portal and Cashel and Zahag travel through it to where she is holding Sharina captive. He uses his staff to destroy the Queen and rescue Sharina. They meet back up with Tenoctris. A little later, Ilna, Cerix, Garric, and Liane arrive, escaping from the Beast's lair. Tenoctris and Cashel confiscate the Queen's chessboard. Tenoctris notes that the Queen herself was a pawn on the board, just like those she tried to manipulate. She and Cashel also notice the appearance of a new piece on the board—representing an island-sized black ammonite that an unknown wizard has just called up from the depths of the ocean.


Main characters

  • Garric or-Reise—a direct descendant of the last King of the Isles, King Carus, and a descendant of King Lorcan who hid the evil Throne of Malkar. His ancestor, King Carus, has taken up residence in his head and aids him in matters of sword and state.

  • Sharina os-Reise—Garric's half-sister. Many malevolent powers, including the Queen, seek to use her to find the Throne of Malkar.

  • Cashel or-Kenset—a large, simple shepherd who left his home on the Isle of Haft to seek his fortune due to his unrequited love for Sharina. He is half human, half sprite. His power is manifest through his use of a quarterstaff.

  • Ilna os-Kenset—Cashel's sister who is attempting to mend the wrongs she perpetrated in the previous book due to her unrequited love for Garric. She is half human, half sprite. Her power is manifest through her use of thread and fabric.

  • Liane bos-Benliman—a noble born woman who has some magical abilities and is romantically involved with Garric.

  • Tenoctris—a wizardess from the past who mysteriously transported herself in the future to avoid the downfall of the Isles. Her powers are limited, but her temperament is determined.


Thursday, October 16, 2025

Reaper Man (Discworld #11) 3.5Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: Reaper Man
Series: Discworld #11
Author: Terry Pratchett
Rating: 3.5 of 5 Stars
Genre: Fantasy
Pages: 204
Words: 79K



Pratchett writes some really funny and light stuff, about serious subjects. I was ok with that 20 years ago, but now, not so much. Mainly because I vehemently disagree with Pratchett’s starting point, his foundation as it were. So everything built up on that is more and more off. Ideas might take a long time (ie, multi-generational) to foment, but they do affect us, no matter how small and those changes affect how we raise the next generation. And the more I read of Pratchett, the more I am convinced he knew this, that Ideas Are Powerful, and wasn’t just writing for the fun of it.

So if you don’t think about Eternity, or some of the Big Questions, you’ll have a blast like I did 20 years ago. If you do take this seriously, you’ll still enjoy the story and find some really funny bits but it will be like eating creampuff when you already know you’re overweight and at risk for a heart attack.

And on THAT cheery note, I’m wrapping this up. Because I have a feeling my reviews of Pratchett are going to go along these lines unless I can find some way to turn off my inner philosophical voice. Not sure that is possible though.

★★★✬☆☆


From Wikipedia.org

The Auditors of Reality watch the Discworld to ensure everything obeys The Rules. As Death starts developing a personality the Auditors feel that he does not perform his Duty in the right way. They send him to live like everyone else. Travelling to the Octarine Grass Country, he assumes the name "Bill Door" and he works as a farm hand for the elderly Miss Flitworth. She is a spinster whose fiancé, Rufus, died on a last smuggling expedition many years ago. There are rumours that he had had second thoughts about their marriage but she does not believe them.

While every other species creates a new Death for themselves, humans need more time for their Death to be completed. As a result, the life force of dead humans starts to build up; this results in poltergeist activity, ghosts, and other paranormal phenomena. Most notable is the return of the recently deceased wizard Windle Poons, who was really looking forward to reincarnation. After several misadventures, including being accosted by his oldest friends, he finds himself attending the Fresh Start club, an undead-rights group led by Reg Shoe. The Fresh Start club and the wizards of Unseen University discover that the city of Ankh-Morpork is being invaded by a parasitic lifeform that feeds on cities and hatches from eggs that resemble snow globes. Tracking its middle form, shopping trolleys, the Fresh Start club and the wizards invade and destroy the third form, a shopping mall.

When humankind finally thinks of a New Death, one with a crown and without any humanity or human face, it comes to take Bill Door. Death/Door, having planned for this moment for some time, outwits and destroys it. Having defeated the New Death, Death absorbs the other Deaths back into him, with the exception of the Death of Rats (and ultimately, the Death of Fleas). Death confronts Azrael, the Death of the Universe, and states that the Deaths have to care or they do not exist and there is nothing but Oblivion, which must also end some time.

Death asks for and receives some time. He meets up with Miss Flitworth again and offers her unlimited dreams. She asks to go to the local Harvest Dance. They prepare and join the townspeople for a full night of dancing.

As the sun is coming up, Miss Flitworth realizes she had died hours before the dance even started. Death escorts her through back history to her old fiancé: as she had believed, he had died in an accident and not been unfaithful. The young couple enter the afterlife together.

Returning to the city of Ankh-Morpork, Death meets up with Windle Poons, finally taking him to his afterlife. At the end there is also a discussion between Death and the Death of Rats over what the Death of Rats should "ride", Death suggests a dog while the Death of Rats suggests a cat.




Tuesday, October 14, 2025

Conan and the Mists of Doom (Conan the Barbarian #34) 1.5Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: Conan and the Mists of Doom
Series: Conan the Barbarian #34
Author: Roland Green
Rating: 1.5 of 5 Stars
Genre: Fantasy
Pages: 184
Words: 71K
Publish: 1995


This was one of the worst Conan stories I’ve read so far, and I’ve read some real stinkers. It was an accumulated weight of misery that built up over time and I just couldn’t take it any more. When I finished this book, I swore off of these pastiches. Not necessarily for good, but at least until I go and read ALL the original Conan stuff by Howard.

This was a garbage story and the writing was that of a hack. It felt very much like Green had written his own “adventure” story and when it wouldn’t sell (because it was so boring and dumb and stupid), repurposed it into a Conan story. This wasn’t just “not good”, but it was “bad”. I shouldn’t feel like I’m reading some highschooler’s “story” when I’m reading a Conan novel. I need the skill and talent in the writing that makes me feel that sizzle, that zing as the sword chops through the monster. Just describing the action isn’t writing the action and I’m afraid this writer doesn’t have the skill to do that.

Blehhhhhh...

★✬☆☆☆


From Wikipedia

The story is set in the Kezankian Mountains and the borderlands of Turan. After Conan's time spent with the Afghulis begins to sour, he leads a band of tribesmen away from the Afghuli mountains and towards Koth. During their journey, the tribesmen are intercepted by a force of Turanian cavalry, led by Khezal, an old acquaintance of Conan's.[2] Khezal offers Conan and his warriors freedom if they help combat the Mist of Doom, a life-draining force that is attacking Khezal's territory near the mountains. Unbeknownst to ether Conan or Khezal, the Mist is controlled by the Lady of the Mists, who is gathering captives to feed to the Mist, in hopes of controlling it.

The Afghulis and Turanians meet up with a third group of desert nomads, the Ekinari, led by Bethina, an attractive young warrior woman. The three groups combine forces in an effort to defeat the Mist before it grows out of control. In the climactic battle, the Lady of the Mist is killed, but not before she can summon an elemental. The two magical forces collide, destroying the valley and each other. Conan's chief advisor, Farad, and Bethina stay in the valley to repopulate it while Conan rides on into Koth.



Friday, October 10, 2025

Lavondyss / DNF (Mythago Wood #2) 2Stars

 

This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission

Title: Lavondyss / DNF
Series: Mythago Wood #2
Author: Robert Holdstock
Rating: 2 of 5 Stars
Genre: Fantasy
Pages: 200/325
Words: 84K/137K
Publish: 1988



I wasn’t particularly enjoying this read but wasn’t really hating it either, so I guess I was coasting along, being lazy.

Then one of the characters says to another something along the lines of “Now you’re just talking nonsense” and it suddenly hit me, this entire book is nonsense and the WHOLE idea by Holdstock is nonsense and so I just stopped reading without further ado.

I was wasting my time on utter nonsense and when I realized that, I stopped. Not as good as not starting the nonsense in the first place, but much better than continuing it to the end and allowing it to infest my mind, even if negatively. I’m also giving this book the “garbage” tag because it’s not fun nonsense :-(

The cover is awesome however. I would have picked this book up based on it alone. It’s a real shame such garbage is hiding inside.



★★☆☆☆


From Wikipedia

During her formative years, Tallis encounters the British composer Ralph Vaughan Williams (not a mythago, but real flesh and blood). Tallis sings him a song that she thinks she has made up herself, but the composer identifies its tune as that of a folk song he has collected personally in Norfolk. Slowly Tallis's links with the wood intensify. She makes ten chthonic wooden masks, each of which represents one of the ten first legends in Ryhope wood. Within the context of the story, these masks are talismans that help to engage certain parts of her subconscious and so link her with the characters and landscapes which are forming within the wood. When properly used (especially later in the book), these masks allow Tallis to see things that cannot be seen without them, and they can also be used to create 'Hollowings' — pathways in space and time which allow her to step into far-off places within the wood which would otherwise take days, weeks, or even months to travel to on foot. Tallis makes the masks in the following order:

  1. The Hollower — made from elm, this female mask is painted red and white.

  2. Gaberlungi — made from oak and painted white, this mask is known as "memory of the land".

  3. Skogen — made from hazel and painted green, this mask is known as "shadow of the forest".

  4. Lament — made from willow bark, this simple mask is painted gray.

  5. Falkenna — the first of three journey masks is painted like a hawk; this mask is known as "the flight of a bird into an unknown region".

  6. Silvering — the second of three journey masks is painted in colored circles; this mask is known as "the movement of a salmon into the rivers of an unknown region". The Silvering is also the name of a short story included in Merlin's Wood.

  7. Cunhaval — the third of three journey masks is made from elder wood; this mask is known as "the running of a hunting dog through the forest tracks of an unknown region".

  8. Moondream — made from beechwood, this mask is painted with moon symbols on its face. This mask plays a prominent role in The Hollowing.

  9. Sinisalo — made from wych elm and painted white and azure, this mask is known as "seeing the child in the land".

  10. Morndun — this mask appears dead from the front, but alive from behind and is known as "the first journey of a ghost into an unknown region".

Before setting foot in the wood, Tallis has one particular encounter that has major repercussions through the rest of the story: with the 'help' of one of the mythagos, she 'hollows' (creates a Hollowing) and observes Scathach, a young warrior, dying on a battlefield beneath a tree. Tallis' misdirected magic used to help this young warrior changes both her story and Harry Keeton's story in Ryhope wood.

Deep within Ryhope wood Tallis eventually meets up with Edward Wynne-Jones (human, not mythago) who was only mentioned in Mythago Wood. He is now living in the wood as a shaman to a small village of ancient people. Through his understanding of the wood (which he studied with the scientist George Huxley from the first book), Tallis herself gains an understanding of her connections with all that surrounds her; most importantly, she asks him how she might find her lost brother Harry Keeton


Real Tigers (Slough House #3) 3Stars

  This review is written with a GPL 4.0 license and the rights contained therein shall supersede all TOS by any and all websites in regards...