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OUT OF THE WATERS

A much-improved effort, not overly formulaic, with characters recognizable as people rather than online avatars.

Second installment in Drake's new four-volume fantasy cycle (The Legions of Fire, 2010, etc.) set in early Imperial Rome or, as the author terms it, Carce.

Once again in the early going, there's altogether too much emphasis on protocol and manners, but eventually Drake gets his engine warmed up. Rich, influential senator Gaius Alphenus Saxa, celebrating his promotion to consul, prepares an extravagant entertainment dramatizing Hercules' conquest of Lusitania. During the proceedings an extraordinary vision intrudes, apparently showing the destruction of Atlantis by the huge sea monster Typhon. Accompanying one of the guests, Senator Marcus Sempronius Tardus—whose official duties involve the prophetic Sibylline books—is a trio of sinister wizards. As Saxa's scholarly son Varus, Greek tutor Pandareus and Varus' half-dryad soldier friend Corylus debate the meaning of the vision, Alphena, Varus' sword-wielding younger sister, reveals that she saw not a monster but a man. Meanwhile, Hedia, Saxa's astute, honorable trophy wife, suffers terrifying dreams of what is clearly also Atlantis. Varus, whose own magical powers are developing rapidly, discusses the matter with the Sibyl herself. The twisty, reasonably coherent plot develops rapidly once the wizards abduct Pandareus; Tardus, our heroes discover, is a zombie, controlled by the wizards. Soon enough, Hedia, Alphena and Corylus separately arrive in Atlantis, where they learn that the seeming bad guys may be bad good guys; and Varus will call upon ancient Egyptian thaumaturgy indicted on a scroll he's never read.

A much-improved effort, not overly formulaic, with characters recognizable as people rather than online avatars.

Pub Date: July 1, 2011

ISBN: 978-0-7653-2079-7

Page Count: 336

Publisher: Tor

Review Posted Online: April 18, 2011

Kirkus Reviews Issue: May 1, 2011

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ASSASSIN'S APPRENTICE

At Buckkeep in the Six Duchies, young Fitz, the bastard son of Prince Chivalry, is raised as a stablehand by old warrior Burrich. But when Chivalry dies without legitimate issue—murdered, it's rumored—Fitz, at the orders of King Shrewd, is brought into the palace and trained in the knightly and courtly arts. Meanwhile, secretly at night, he receives instruction from another bastard, Chade, in the assassin's craft. Now, King Shrewd's subjects are imperiled by the visits of the Red-Ship Raiders—formidable warriors who pillage the seacoasts and turn their human victims into vicious, destructive zombies. Since rehabilitating the zombies proves impossible, it's Fitz's task to go abroad covertly and kill them as quickly and humanely as possible. Shrewd orders that Fitz be taught the Skill—mental powers of telepathy and coercion possessed by all those of the royal line; his teacher is Galen, a sadistic ally of the popinjay Prince Regal, who hates Fitz all the more for his loyalty to Shrewd's other son, the stalwart soldier Verity. Galen brutalizes Fitz and, unknown to anyone, implants a mental block that prevents Fitz from using the Skill. Later, Shrewd decrees that, to cement an alliance, Verity shall wed the Princess Kettricken, heir to a remote yet rich mountain kingdom. Verity, occupied with Skillfully keeping the Red-Ship Raiders at bay, can't go to collect his bride, so Regal and Fitz are sent. Finally, Fitz must discover the depths of Regal's perfidy, recapture his true Skill, win Kettricken's heart for Verity, and help Verity defeat the Raiders. An intriguing, controlled, and remarkably assured debut, at once satisfyingly self-contained yet leaving plenty of scope for future extensions and embellishments.

Pub Date: April 17, 1995

ISBN: 0-553-37445-1

Page Count: 368

Publisher: Spectra/Bantam

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: March 1, 1995

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THE HOUSE IN THE CERULEAN SEA

A breezy and fun contemporary fantasy.

A tightly wound caseworker is pushed out of his comfort zone when he’s sent to observe a remote orphanage for magical children.

Linus Baker loves rules, which makes him perfectly suited for his job as a midlevel bureaucrat working for the Department in Charge of Magical Youth, where he investigates orphanages for children who can do things like make objects float, who have tails or feathers, and even those who are young witches. Linus clings to the notion that his job is about saving children from cruel or dangerous homes, but really he’s a cog in a government machine that treats magical children as second-class citizens. When Extremely Upper Management sends for Linus, he learns that his next assignment is a mission to an island orphanage for especially dangerous kids. He is to stay on the island for a month and write reports for Extremely Upper Management, which warns him to be especially meticulous in his observations. When he reaches the island, he meets extraordinary kids like Talia the gnome, Theodore the wyvern, and Chauncey, an amorphous blob whose parentage is unknown. The proprietor of the orphanage is a strange but charming man named Arthur, who makes it clear to Linus that he will do anything in his power to give his charges a loving home on the island. As Linus spends more time with Arthur and the kids, he starts to question a world that would shun them for being different, and he even develops romantic feelings for Arthur. Lambda Literary Award–winning author Klune (The Art of Breathing, 2019, etc.) has a knack for creating endearing characters, and readers will grow to love Arthur and the orphans alongside Linus. Linus himself is a lovable protagonist despite his prickliness, and Klune aptly handles his evolving feelings and morals. The prose is a touch wooden in places, but fans of quirky fantasy will eat it up.

A breezy and fun contemporary fantasy.

Pub Date: March 17, 2020

ISBN: 978-1-250-21728-8

Page Count: 352

Publisher: Tor

Review Posted Online: Nov. 10, 2019

Kirkus Reviews Issue: Dec. 1, 2019

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