Showing posts with label Re-read. Show all posts
Showing posts with label Re-read. Show all posts

Friday, December 19, 2025

Servant of the Dragon (Lord of the Isles #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 to copying and sharing without proper authorization and permissions. Crossposted at WordPress & Blogspot by Bookstooge’s Exalted Permission


Title: Servant of the Dragon
Series: Lord of the Isles #3
Author: David Drake
Rating: 3 of 5 Stars
Genre: Epic Fantasy
Pages: 573
Words: 206K
Publish: 1999



A magical tour-de-force where the adventures never stop. Thankfully, the group isn’t quite as broken up as in Queen of Demons, but man, they do stay apart right up until the very end.

This time it’s a cabal of old time’y wizards who have imprisoned their master and are using the mummified remains of a non-human wizard to power everything. For guys who are powerful enough to raise islands, animate the dead and bridge the multiverse, they are dumb as bricks. Several of them pretty much die from just standing there and looking dumb while guys with swords are running at them, with the obvious intent to kill them. They really weren’t characters in the story, just levers to make the plot clunk along :-D

I think these would have been better novels if Drake had cut them down to about 300+ pages. Get rid of one or two adventures and cut out the “Back in Barka’s Hamlet we….” schtick that every character goes through in every single chapter and easy peasy. It would also help hide the fact that Drake has deliberately made each character a non-character. I’m sure it makes them easier to write, but my goodness, it gets wearing.

I did enjoy this, because like I said, the adventures are non-stop and I was never bored. However, I am glad to stop this for a bit and start reading the Dracula Files again. Aye yi yi, the words that come out of my mouth sometimes….

★★★☆☆


From Wikipedia

In the introduction, seven wizards use a mummified reptilian creature to cast a spell to raise Yole from the depths. Meanwhile, the main characters are in Valles, where a magical blue bridge has appeared where there hasn't been a bridge for hundreds of years. Upon seeing it Tenoctris ascertains that while it is dangerous, it is not associated with the evil Throne of Malkar. While investigating the bridge and the mysterious happenings associated with it, a massive bird appears, snatches up Sharina, and disappears with her.

Cashel immediately determines to find Sharina and rescue her. Tenoctris uses her art and determines that whoever sent the bird to kidnap Sharina means her no harm. She sends Cashel to Landure, a wizard on another plane who can help him. Cashel arrives next to an ajar door; a beautiful woman rushes out, pursued by an angry wizard. Cashel fights the wizard, using his quarterstaff, and kills him. The woman, Colva, takes Cashel to Landure's castle where she puts him into a drug-induced stupor through which he discovers that she is actually a demoness. When Cashel recovers, he returns to the body of the wizard, who was in actuality Landure. Cashel discovers that Landure's sapphire ring contains a powerful demon, named Krias. Krias informs Cashel that he must take a small wafer from Landure's body which can be used to animate a new body and bring Landure back—but he must travel through the Underworld to reach Landure's extra bodies. Cashel takes Krias with him. Eventually Cashel reaches the entrance to the third level of the underworld where Colva originally stayed. While there, Cashel eats some of the fruit of the Tree of Life. At Krias' suggestion, Chashel puts one of the fruit in his satchel. Cashel comes to Landure's castle where he puts the wafer under the tongue of one of the paintings of Landure. Cashel gives Krias back to Landure. When Landure begins insulting Cashel, Krias refuses to serve him anymore, prompting Landure to give Krias back to Cashel. In exchange for his freedom from the sapphire, Krias helps Cashel to cross the Chasm and reach Sharina.

Garric, Liane, and Tenoctris stay in Valles to deal with the problem of the bridge. Garric also faces possible rebellion from several lords and bickering among others. Hoping to kill two birds with one stone, Garric assigns Lord Tadai to be ambassador to Sandrakkan. Garric has several dreams about Klestis, a city destroyed at the same time Yole was, and the wizard, Ansalem. Ansalem possessed many objects of power, including a mummy of a reptilian creature, a foot-wide fossilized ammonite, and a powerful amphisbaena. King Carus reveals that he once sought Ansalem's help in unifying the isles, but Ansalem refused. Ansalem had seven acolytes (the most dangerous of which was Purlio) who used the ammonite to imprison him while he was weak after rescuing Klestis from the destruction of Yole. Anselm reveals that he has nothing to do with the bridge, but if he can get his amphisbaena back, he can repair it. Tenoctris determines that she needs to visit a wizard named Alman and borrow his viewing crystal. Katchin the Miller, who raised Cashel, appears begging Garric for a job, but Garric turns him away (and he is later captured by Colva). Tenoctris takes them to the end of time. They find Alman in a ruined city and he discovers that his viewing crystal has been stolen from him. The group returns to their own time, leaving Alman in his solitude. After spending a few days tending to matters of state in Valles, Garric receives news that his uncle has helped someone to kidnap Tenoctris. Garric and some of the Blood Eagles cross through a portal to ancient Klestris, to retrieve her but are thwarted. Before returning to Valles, they rescue a woman who claims that she is Colva, wife of Landure, the Guardian, and warns them that seven necromancers intend to do battle with them. She opines that they have kidnapped Tenoctris in order to sacrifice her and increase their own magical powers. At midnight they cross the bridge which showed up at the beginning of the story, to attack the seven necromancers on Klestis. They are confronted with an army of undead under the control of three necromancers, whom they slay. They find Tenoctris unconscious in Ansalem's chambers. Purlio and another of the acolytes are casting spells on her. Purlio takes the fossil ammonite and merges it with himself, replacing his head with it. Armies of undead begin entering Klestis, coming across bridges similar to the one that first set these events in motion.

Ilna determines that she can be of no further help in Valles, so she negotiates passage to Sandrakkan with Lord Tadai. Ilna reluctantly makes friends with Lord Tadai's niece, Merota. The first night on the ship, Ilna and a tough-looking sailor named Chalcus, witness the beginnings of a mutiny. Ilna tries to warn the captain and Lord Tadai of the imminent mutiny, but they ignore her. The mutiny takes place, as Ilna had warned, and the sailors put everyone except Merota and Ilna ashore on an island. Eventually they arrive at Yole and put ashore. That night they are attacked by a monster. Frightened, the sailors put Ilna, Merota, and Chalcus ashore to reconnaissance. In the interior of the island they discover a harbor bordered by a polis full of reanimated dead people. As they watch, a swarm of Great Ones tow their now-empty ships into the harbor. As they make their way around the island, a creature called the Tall Thing (which was once Ansalemn's child) kidnaps Merota. While pursuing it, Ilna is captured by a wizard named Ewis (one of Ansalem's apprentices) who has the Lens of Rushila. In trying to escape, Ilna releases the Tall Thing which kills and eats Ewis. They meet back up with Chalcus and make their way to the harbor. There they discover that the crews of their ships have been murdered and then reanimated. They flee and spend the night in a cavern. They come to a chasm with a bridge which takes them to a frozen Klestis. There they find Purlio (with his ammonite head) performing incantations using the Dragon. A second necromancer attacks them with three ice beetles. Chalcus defeats the ice beetles while Ilna subdues the necromancer long enough for Merota to bash in his head with a rock. Then they attack Purlio.

Sharina is carried by the bird through several planes of existence, including some which are disturbing and grotesque. Finally it deposits her on a beach next to a forest and promptly disappears. Inside a broken-down temple covered with images of serpents she meets a reptilian creature, the Dragon. He reveals that he has brought her back to the past to send her on a mission to recover his mummy which is being used to raise Yole and reanimate the dead. He gives her a snakeskin which she is to take with her back to her own time. Then she goes through a portal and finds herself centuries into the future. She hires a graceful, large bird-like being, named Dalar, as her bodyguard. The pass through several more portals. The last takes them to Klestis at the time when Ansalem was rescuing it during the destruction of Yole. They climb to Ansalem's chambers where they find his seven acolytes and the Dragon. Ansalem is bound and his son has been vivisected and is being transformed into the Tall Thing.

Sharina and Dalar are locked out, but at that moment Cashel appears and uses his quarterstaff to punch open the door. When they come through, though, instead of the seven necromancers, they find Garric and Tenoctris. Purlio has escaped. Tenoctris casts a spell which takes them to the frozen time where they encounter Purlio as well as Ilna and her companions. Together they defeat Purlio, but he flees and takes refuge in the land of the dead. The companions are whisked back to Ansalem's chambers. There Sharina burns the mummy and gives the snakeskin to Tenoctris—it is from an amphisbaena. While everyone is distracted, Colva attacks and kills Garric. Liane then kills Colva. In the land of the dead, Garric encounters Purlio and severs his connection to the living world, thus killing him completely. Cashel revives Garric using the fruit from the Tree of Life in his satchel. Using the amphisbaena snakeskin, Tenoctris frees Ansalem from the cyst he was trapped in. Ansalem returns everyone to their homes—including Dalar—and then destroys the bridges that connect the different planes of existence.

Major characters

Garric—the Prince of Haft and future Lord of the Isles. His ancestor, King Carus, has taken up residence in his head and aids him in matters of sword and state.
Sharina—Garric's half-sister. The Dragon seeks her help in escaping bondage to seven necromancers.
Cashel—a large, simple shepherd who would be content to be just a sheepherder. He is half human, half sprite. His power is manifest through his use of an iron-ferruled quarterstaff.
Liane—a noblewoman who has some magical abilities and is romantically involved with Garric.
Ilna—Cashel's sister who doesn't feel she fits in with the others due to her past and her unrequited love for Garric. She is half human, half sprite. Her power is manifest through her use of thread and fabric.
Tenoctris—a wizardess from King Carus’ day who accidentally sent herself forward in time when Yole was being sunk into the ocean. Her power comes not from strength in magic, but from careful study and exact execution of spells. She is an atheist.

Minor characters

Alman—a wizard who prefers to live a life of solitude at the end of time
Ansalem the Wise—a powerful wizard from the time of King Carus
Lord Attaper—commander of the Blood Eagles
Celondre—a historical poet, philosopher, and aristocrat (modeled after Horace)
Chalcus—a chanteyman and former pirate who allies himself with Ilna
Colva—a demoness who escapes the Underworld with Cashel's unwitting help
Dalar—a member of the Rokonar and Sharina's bodyguard
Elfin—a human boy kidnapped by the People and taken to the Underworld
Ewis—one of Ansalem's apprentices
Harn—a spider-like creature which guards a bridge on Yole
Katchin—Cashel's sycophantic, self-serving uncle
Krias—a powerful demon imprisoned inside Landure's sapphire ring
Landure—a wizard on another plane, guardian of the Underworld
Count Lerdoc—ruler of Blaise
Merota—Lord Tadai's niece
Mykon—a prince who lived on Cordin before the sinking of Yole
Purlio of Mnar—principle acolyte of Ansalem the Wise and a powerful wizard in his own right who surrenders himself to one of the Great Ones
Reise—Garric's adoptive father
Lord Royhas—Garric's royal chancellor
Lord Tadai—Garric's Royal Treasurer and later Ambassador of the Prince to Sandrakkan
Tiglath—the captain of a brothel-barge
King Valence—current Lord of the Isles
Vonculo—sailing master of The Terror and a mutineer
Earl Wildulf—ruler of Sandrakkan



Wednesday, December 17, 2025

Witches Abroad (Discworld #12) 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: Witches Abroad
Series: Discworld #12
Author: Terry Pratchett
Rating: 4 of 5 Stars
Genre: Fantasy
Pages: 202
Words: 81K



I enjoyed this, had almost no problems with the philosophy presented by Pratchett and just watched as the story unfolded before me. This is how ALL of Pratchett’s stories should be. So I will appreciate it when it happens.

★★★★☆


From Wikipedia.org

Following the death of the witch Desiderata Hollow, Magrat Garlick receives Desiderata's magic wand, for Desiderata was not only a witch but also a fairy godmother. By giving the wand to Magrat, she effectively makes Magrat the new fairy godmother to a young woman called Emberella, who lives across the Disc in Genua. Unfortunately, Desiderata does not give Magrat any instruction on how to use the wand, so almost everything that Magrat points it at simply becomes a pumpkin.

Desiderata had promised a servant girl (providing a twist on Cinderella) named Emberella that she would not be forced to marry the Duc, the figurehead leader of Genua, who is in actuality really a frog, transformed by the magic of Emberella's other fairy godmother, Lady Lilith de Tempscire. Now it is up to Magrat and her companions, Granny Weatherwax and Nanny Ogg, to ensure Emberella does not marry the Duc, despite the desires of Lilith, who wishes to ensure a 'happy ending' by utilizing the Discworld's narrative-based nature - because the servant girl marrying the Prince makes for a happy fairy tale, Lilith reasons that on the Disc, this must hold true as well, whether the marriage is consensual or not.

The trio of witches journey to Genua, which takes some time and involves numerous mis-adventures, such as an encounter with a village terrorised by a Vampire (where Nanny Ogg's cat Greebo catches it in bat form and eats it), an incident where they encounter a Running of the Bulls-like event, and a house falling on Nanny's head which she survives thanks to her hat with the willow reinforcement. Upon arrival in Genua, Magrat goes to meet Emberella, while the two older witches meet Erzulie Gogol, a voodoo witch and her zombie servant, Baron Saturday (who was also her late lover).

It is at this time that Magrat finds out that Emberella has two fairy godmothers, Magrat and Lilith. It was Lilith who had manipulated many of the various stories that the Witches had traveled through and who was now manipulating Genua itself, wrapping the city around her version of the Cinderella story. Lilith has had people arrested for crimes against stories, including the arrest of a toymaker for not being jolly, not whistling and not telling the children stories. At this point it is revealed that Lilith is actually Lily, Granny Weatherwax's older sister. The trio learn that she is planning a masked ball where-in Emberella is supposed to meet the Duc.

Using hypnosis, Granny convinces Magrat to attend the masked ball in place of Emberella. Greebo is transformed into human form to aid the witches. Emberella's dress fits, but the glass slippers do not. After enjoying themselves for a while at the ball, the witches are discovered and are cast into a dungeon.

At that point, Emberella, Mrs. Gogol and Baron Saturday arrive at the ball, having broken the witches out of their prison with the aid of Cassanunda (a dwarf and the Disc's second greatest lover). A high concentration of magic causes the Duc to revert to his frog form, and he is trampled by Baron Saturday, causing Lily to flee. Granny starts to follow, but Mrs. Gogol, wanting to kill Lily, tries to stop Granny by using a voodoo doll. Granny thrusts her arm into a flaming torch and preys upon Mrs. Gogol's own belief in the power of the doll to make it burst into flames. Granny Weatherwax then pursues Lily.

Emberella is informed that, as the daughter of the late Baron Saturday, the previous ruler of Genua, she is now Duchess of Genua. Her first command is to end the ball (she dislikes them) and attend the Mardi Gras parade, a form of binge-drinking carnival.

Granny manages to defeat Lily by trapping her in a mirror, unable to 'find herself', and the three witches return home. Granny shows Magrat how to use the wand to do magic, and that it takes more than wishing - the secret is that there are adjustable dials on the wand. Magrat throws the wand into a river, to be lost forever. Then the Witches go home, the long way, and see the elephant.



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).


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.



Tuesday, October 28, 2025

Bloodlines (MHI #9) 4.5Stars

 

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: Bloodlines
Series: MHI #9
Author: Larry Correia
Rating: 4.5 of 5 Stars
Genre: Urban Fantasy
Pages: 307
Words: 118K
Publish: 2021


Owen Pitt has made it back from the Nightmare Dimension, Julie Pitt has rescued their son and now life goes on. Only they both know Asag the god of chaos is still out there, just waiting to destroy them in some way. Because they aren’t damned woke pansies, they decide to get proactive. They know that a wardstone, a creation of Isaac Newton, will destroy such a being and they set out to find one. They do, only to find out that a LOT of other people are also interested in it, and not just other monster hunters either. The stone is stolen and Stricken gets involved. He makes a deal with the MCB and Agent Franks, only to shaft EVERYONE. So the MCB and MHI team up to, only for Stricken to still trick them all, again. That man is pure evil. The book ends with Pitt, Chad Gardener’s daughter and Agent Franks working with Stricken in a Court of the Fay to prevent two other cosmic entities from swallowing up Earth.

Oh my goodness.

Stricken is pure evil. Even with him knowing what he knows, somebody should have just put a bullet through his head. You do not work with evil, you destroy it.

The thing I enjoyed most about this story was the supernatural bounty hunter (the Drekavac) hired to retrieve the wardstone when it was stolen. He was a Puritan judge who sold his soul to the devil to do evil, for immortality. He rides a demon horse motorcycle and uses a plasma blunderbuss. How cool is that. He has 13 lives and each time he gets stronger. On his 12th incarnation he was 30feet tall and shrugging off missiles. The battle between him and MHI and Agent Franks was fantastic. It epitomized why I enjoy the battles in MHI so much. What I enjoyed EVEN MORE was right at the end. Stricken thinks he has blackmailed the Drekavac into doing his will only for it to say it would rather suffer the worst fires of hell than submit to such a person as Stricken. It turns its back on Stricken and walks away. Not “quite” as good as a bullet to the head, but the next best thing :-D

I originally read this in 2022 and at the time thought MHI was just going to keep on going. Since then Larry Correia has announced there will be 2 or 3 more books in the main MHI series and then the story surrounding Owen Zastava Pitt will be over. That means the main MHI story franchise will be done with. I’m ok with that. I’d much rather Correia end things on a high note than keep on going until it becomes total garbage. I’m sure there will be more standalone MHI books or trilogies, co-authored. That should keep me in the good stuff for years to come :-D

★★★★✬


From the Publisher

In a business like monster hunting, it's all about setting priorities.

The chaos god Asag has been quiet since the destruction of the City of Monsters, but Monster Hunter International knows that he is still out there somewhere—plotting, waiting for his chance to unravel reality.

When Owen and the MHI team discover that one of Isaac Newton's Ward Stones is being auctioned off by Reptoids who live deep beneath Atlanta, they decide to steal the magical superweapon and use it to destroy Asag once and for all. But before the stone can be handed off, it is stolen by a mysterious thief with ties to MHI and the Vatican's Secret Guard.

It's a race against time, the Secret Guard, a spectral bounty hunter, and a whole bunch of monsters to acquire the Ward Stone and use it against Asag. For as dangerous as the chaos god is, there is something much older—and infinitely more evil—awakening deep in the jungles of South America.



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.




Wednesday, October 08, 2025

The Tombs of Atuan (Earthsea Cycle #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 Tombs of Atuan
Series: Earthsea Cycle #2
Author: Ursula LeGuin
Rating: 5 of 5 Stars
Genre: Fantasy / Middle Grade
Pages: 117
Words: 46K
Publish: 1971






Another wonderful coming of age story that is so different from A Wizard of Earthsea and yet tells a story that I love.

Most of the time, when an author tells a completely different tale in a series, I have issues with it. I usually want more of the same, more of the familiar, more of what I enjoyed in the previous book. Thankfully, LeGuin’s skill is such that she can change everything and yet keep the essentials that I loved and thus make me love this new creation.

The characters, the land and the perspective have all changed but what didn’t change was the style. We still get the world building with just a few brief sentences. Whole histories are conveyed in less than a paragraph. Peoples’ characters fleshed out with the perfectly chosen word. Simplicity is still LeGuin’s choice here and it continues to work very well. While the story appears to be about Tennar the young girl, it is just as much about the Ring of Erreth Akbe, which when the broken pieces are found and united, will bring peace to the land. It takes real skill to be able to tell both stories at the same time without one overshadowing the other.

I am also very happy that Tennar’s story ends on a happy note. She has left everything behind her, going to a new land, to a people she doesn’t know, with a man who has told her he can’t stay with her, but she will be given protection and teaching by Ogion the wizard and have wealth should she want it. The blackness of LeGuin’s soul hadn’t yet destroyed everything good…

I was hoping to showcase the cover for the first edition, which was another woodcut style drawing, but sadly, every version I could find had this huge “Award” on it, since it won several childrens’ awards. So I’m choosing to go with the Bantam Spectra cover from the mid 80’s. This was the copy my local library had I believe. I’m going to include the covers for each book because I want a complete collection and I have zero idea what I’ll showcase for the next book’s cover.











★★★★★


From Wikipedia

The story follows a girl named Tenar, born on the Kargish island of Atuan. Born on the day that the high priestess of the Tombs of Atuan died, she is believed to be her reincarnation. Tenar is taken from her family when she was five years old and goes to the Tombs.[14] Her name is taken from her in a ceremony, and she is referred to as "Arha", or the "eaten one",[24] after being consecrated to the service of the "Nameless Ones" at the age of six with a ceremony involving a symbolic sacrifice.[28] She moves into her own tiny house, and is given a eunuch servant, Manan, with whom she develops a bond of affection.

Arha's childhood and youth are lonely; her only friends are Manan and Penthe, a priestess her own age. She is trained in her duties by Thar and Kossil, the priestesses of the two other major deities. Thar tells her of the undertomb and the labyrinth beneath the Tombs, teaching her how to find her way around them. She tells of the treasure hidden within the labyrinth, which wizards from the archipelago have tried to steal. When Arha asks about the wizards, Thar tells her that they are unbelievers who can work magic. When she turns fourteen, Arha assumes all the responsibilities of her position, becoming the highest ranked priestess in the Tombs. She is required to order the death of prisoners sent to the Tombs by the God-King of the Kargad lands; she has them killed by starvation, an act which haunts her for a long time. After Thar dies of old age, Arha becomes increasingly isolated: although stern, Thar had been fair to her. Kossil despises Arha and sees the Nameless Ones as a threat to her power.

Arha's routine is disrupted by her discovery of the wizard Ged (the protagonist of A Wizard of Earthsea) in the undertomb. She traps him in the labyrinth by slamming the door on him, and through a peephole sees him unsuccessfully attempt to open the door with a spell.[29] Trapped in the labyrinth, Ged eventually collapses out of exhaustion, and Arha has him chained up while debating what to do with him. After questioning him, she learns that he has come to the Tombs for the long-lost half of the ring of Erreth-Akbe, a magical talisman broken centuries before, necessary for peace in Earthsea.[14] The other half had come into his possession by pure chance, and a dragon later told him what it was. Arha is drawn to him as he tells her of the outside world, and keeps him prisoner in the tombs, bringing him food and water.[30] However, Kossil learns of Ged's existence, forcing Arha to promise that Ged will be sacrificed to the Nameless Ones; however, she realizes that she cannot go through with it. She instructs Manan to dig a false grave underground, while she herself takes Ged to hide in the treasury of the Tombs.

Arha and Kossil have a public falling out, in which Kossil says that nobody believes in the Nameless Ones anymore. In response, Arha curses her in the name of the Nameless Ones. Realizing that Kossil will now be determined to kill her, she heads to the labyrinth and sees Kossil uncovering the false grave. Evading her, Arha goes to the treasury and confesses everything to Ged, who has found the other half of Erreth-Akbe's ring in the treasury. He tells Arha that she must either kill him or escape with him, and says that the Nameless Ones demand her service, but give nothing and create nothing in return. He tells her his true name, Ged, in return for the trust she has shown him. They escape together, though Manan, who has come looking for Arha, falls into a pit in the labyrinth and is killed when he attempts to attack Ged. The tombs begin to collapse in on themselves; Ged holds them off until they leave. Arha reverts to calling herself Tenar as she and Ged travel to the coast where his boat is hidden. While waiting for the tide, she feels an urge to kill Ged for destroying her life, but realizes while gazing at him that she has no anger left. Ged and Tenar sail to Havnor, where they are received in triumph.


Zenya (Dumarest #11) 3Stars

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