by George R.R. Martin ; illustrated by Gary Gianni ‧ RELEASE DATE: Oct. 6, 2015
As Tolkien had his Silmarillion, so Martin has this trilogy of foundational tales. They succeed on their own, but in...
Huzzah! Martin (The Ice Dragon, 2014, etc.) delivers just what fans have been waiting for: stirring tales of the founding of the Targaryen line.
Duncan—Dunk for short—has his hapless moments. He’s big, nearly gigantic, “hugely tall for his age, a shambling, shaggy, big-boned boy of sixteen or seventeen.” Uncertain of himself, clumsy, and alone in the world, he has every one of the makings of a hero, if only events will turn in that direction. They do, courtesy of a tiny boy who steals into the “hedge knight” Dunk’s life and eventually reveals a name to match that of Ser Duncan the Tall—an altogether better name, at that, than Duncan of Flea Bottom would have been. Egg, as the squire calls himself, has a strange light about him, as if he will be destined to go on to better things, as indeed he will. Reminiscent of a simpler Arthur Rackham, the illustrations capture that light, as they do the growing friendship between Dunk and Egg—think Manute Bol and Muggsy Bogues, if your knowledge of basketball matches your interest in fantasy. This being Martin, that friendship will not be without its fraught moments, its dangers and double crosses and knightly politics. There are plenty of goopily violent episodes as well, from jousts (“this time Lord Leo Tyrell aimed his point so expertly he ripped the Grey Lion’s helm cleanly off his head”) to medieval torture (“Egg…used the hat to fan away the flies. There were hundreds crawling on the dead men, and more drifting lazily through the still, hot air.”). Throughout, Martin delivers thoughtful foreshadowing of the themes and lineages that will populate his Ice and Fire series, in which Egg, it turns out, is much less fragile than he seems.
As Tolkien had his Silmarillion, so Martin has this trilogy of foundational tales. They succeed on their own, but in addition, they succeed in making fans want more—and with luck, Martin will oblige them with more of these early yarns.Pub Date: Oct. 6, 2015
ISBN: 978-0-345-53348-7
Page Count: 368
Publisher: Bantam
Review Posted Online: Oct. 6, 2015
Kirkus Reviews Issue: Oct. 15, 2015
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by Samantha Shannon ‧ RELEASE DATE: Feb. 26, 2019
A celebration of fantasy that melds modern ideology with classic tropes. More of these dragons, please.
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New York Times Bestseller
After 1,000 years of peace, whispers that “the Nameless One will return” ignite the spark that sets the world order aflame.
No, the Nameless One is not a new nickname for Voldemort. Here, evil takes the shape of fire-breathing dragons—beasts that feed off chaos and imbalance—set on destroying humankind. The leader of these creatures, the Nameless One, has been trapped in the Abyss for ages after having been severely wounded by the sword Ascalon wielded by Galian Berethnet. These events brought about the current order: Virtudom, the kingdom set up by Berethnet, is a pious society that considers all dragons evil. In the East, dragons are worshiped as gods—but not the fire-breathing type. These dragons channel the power of water and are said to be born of stars. They forge a connection with humans by taking riders. In the South, an entirely different way of thinking exists. There, a society of female mages called the Priory worships the Mother. They don’t believe that the Berethnet line, continued by generations of queens, is the sacred key to keeping the Nameless One at bay. This means he could return—and soon. “Do you not see? It is a cycle.” The one thing uniting all corners of the world is fear. Representatives of each belief system—Queen Sabran the Ninth of Virtudom, hopeful dragon rider Tané of the East, and Ead Duryan, mage of the Priory from the South—are linked by the common goal of keeping the Nameless One trapped at any cost. This world of female warriors and leaders feels natural, and while there is a “chosen one” aspect to the tale, it’s far from the main point. Shannon’s depth of imagination and worldbuilding are impressive, as this 800-pager is filled not only with legend, but also with satisfying twists that turn legend on its head. Shannon isn’t new to this game of complex storytelling. Her Bone Season novels (The Song Rising, 2017, etc.) navigate a multilayered society of clairvoyants. Here, Shannon chooses a more traditional view of magic, where light fights against dark, earth against sky, and fire against water. Through these classic pairings, an entirely fresh and addicting tale is born. Shannon may favor detailed explication over keeping a steady pace, but the epic converging of plotlines at the end is enough to forgive.
A celebration of fantasy that melds modern ideology with classic tropes. More of these dragons, please.Pub Date: Feb. 26, 2019
ISBN: 978-1-63557-029-8
Page Count: 848
Publisher: Bloomsbury
Review Posted Online: Dec. 22, 2018
Kirkus Reviews Issue: Jan. 15, 2019
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by Ernest Cline ‧ RELEASE DATE: Aug. 16, 2011
Too much puzzle-solving, not enough suspense.
Video-game players embrace the quest of a lifetime in a virtual world; screenwriter Cline’s first novel is old wine in new bottles.
The real world, in 2045, is the usual dystopian horror story. So who can blame Wade, our narrator, if he spends most of his time in a virtual world? The 18-year-old, orphaned at 11, has no friends in his vertical trailer park in Oklahoma City, while the OASIS has captivating bells and whistles, and it’s free. Its creator, the legendary billionaire James Halliday, left a curious will. He had devised an elaborate online game, a hunt for a hidden Easter egg. The finder would inherit his estate. Old-fashioned riddles lead to three keys and three gates. Wade, or rather his avatar Parzival, is the first gunter (egg-hunter) to win the Copper Key, first of three. Halliday was obsessed with the pop culture of the 1980s, primarily the arcade games, so the novel is as much retro as futurist. Parzival’s great strength is that he has absorbed all Halliday’s obsessions; he knows by heart three essential movies, crossing the line from geek to freak. His most formidable competitors are the Sixers, contract gunters working for the evil conglomerate IOI, whose goal is to acquire the OASIS. Cline’s narrative is straightforward but loaded with exposition. It takes a while to reach a scene that crackles with excitement: the meeting between Parzival (now world famous as the lead contender) and Sorrento, the head of IOI. The latter tries to recruit Parzival; when he fails, he issues and executes a death threat. Wade’s trailer is demolished, his relatives killed; luckily Wade was not at home. Too bad this is the dramatic high point. Parzival threads his way between more ’80s games and movies to gain the other keys; it’s clever but not exciting. Even a romance with another avatar and the ultimate “epic throwdown” fail to stir the blood.
Too much puzzle-solving, not enough suspense.Pub Date: Aug. 16, 2011
ISBN: 978-0-307-88743-6
Page Count: 384
Publisher: Crown
Review Posted Online: April 18, 2011
Kirkus Reviews Issue: May 1, 2011
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