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A DRAGONS ASCENSION

A TALE OF THE BAND OF FOUR

Greenwood’s nimble fingers hurtle through castles and stone hallways: a rousing return.

Third chorus on Greenwood’s mainstream series (The Kingless Land; The Vacant Throne, both 2001) about the roguish Band of Four: Hawkril Anharu, the thickheaded sword-swinger; Craer “Longfingers” Delnbone, the barb-tongued thief and procurer; Sarasper “Wolf-spider” Codelmer, the shapeshifting cleric and healer; and the gem-studded Lady of Jewels, Embra Silvertree, an R-rated sorceress, whose job it is—like Parsifal’s in the Grail Legend—to lift the curse on the sleeping king, Kelgrael Snowsar, and awaken the land of Aglirta by use of the four magical Dwaerindim Stones. A snakepit of feuding and power-hungry barons and wizards contends for the stones as well. The king is awake but the baddies threaten to put him fast asleep once more, and to save him the Band goes forth to recover the Fourth Stone. This latest installment tells in part of the post-mortal, zombie-controlling Ingryl Ambelter, Spellmaster of Flowfoam, top wizard of the late Dark Three, his dead hand still effecting evil deeds. Eroeha, the gigantic Sacred Great Fanged Serpent of the Shaping, is bound into slumber by Kelgrael who can overmaster the Serpent only when spellbound by sleep himself. Will the lost Crown of Aglirta save its folk from the Great Doom rushing to meet them—or will the risen Serpent kill the King? More importantly, will Embra bed Hawkril and Lady Talasorn conquer Lord Craer? With a new member to replace the burned Sarasper, the search for the World Stones goes on.

Greenwood’s nimble fingers hurtle through castles and stone hallways: a rousing return.

Pub Date: April 1, 2001

ISBN: 0-765-30222-5

Page Count: 384

Publisher: Tor

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: Feb. 1, 2002

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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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ARTEMIS

One small step, no giant leaps.

Weir (The Martian, 2014) returns with another off-world tale, this time set on a lunar colony several decades in the future.

Jasmine “Jazz” Bashara is a 20-something deliveryperson, or “porter,” whose welder father brought her up on Artemis, a small multidomed city on Earth’s moon. She has dreams of becoming a member of the Extravehicular Activity Guild so she’ll be able to get better work, such as leading tours on the moon’s surface, and pay off a substantial personal debt. For now, though, she has a thriving side business procuring low-end black-market items to people in the colony. One of her best customers is Trond Landvik, a wealthy businessman who, one day, offers her a lucrative deal to sabotage some of Sanchez Aluminum’s automated lunar-mining equipment. Jazz agrees and comes up with a complicated scheme that involves an extended outing on the lunar surface. Things don’t go as planned, though, and afterward, she finds Landvik murdered. Soon, Jazz is in the middle of a conspiracy involving a Brazilian crime syndicate and revolutionary technology. Only by teaming up with friends and family, including electronics scientist Martin Svoboda, EVA expert Dale Shapiro, and her father, will she be able to finish the job she started. Readers expecting The Martian’s smart math-and-science problem-solving will only find a smattering here, as when Jazz figures out how to ignite an acetylene torch during a moonwalk. Strip away the sci-fi trappings, though, and this is a by-the-numbers caper novel with predictable beats and little suspense. The worldbuilding is mostly bland and unimaginative (Artemis apartments are cramped; everyone uses smartphonelike “Gizmos”), although intriguing elements—such as the fact that space travel is controlled by Kenya instead of the United States or Russia—do show up occasionally. In the acknowledgements, Weir thanks six women, including his publisher and U.K. editor, “for helping me tackle the challenge of writing a female narrator”—as if women were an alien species. Even so, Jazz is given such forced lines as “I giggled like a little girl. Hey, I’m a girl, so I’m allowed.”

One small step, no giant leaps.

Pub Date: Nov. 14, 2017

ISBN: 978-0-553-44812-2

Page Count: 320

Publisher: Crown

Review Posted Online: July 16, 2017

Kirkus Reviews Issue: Aug. 15, 2017

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