by Guy Gavriel Kay ‧ RELEASE DATE: Jan. 13, 1993
Kay's latest is very much in the vein of his well-received Tigana (1990): an exhilarating epic fantasy based loosely on medieval history. Tigana was an imaginary kingdom analogous to Italy; Arbonne bears a similar resemblance to 12th-century Provence. But Kay is less interested in re-creating history than in playing the changes on the epic themes of love, war, and destiny. So rather than in medieval Europe, we find ourselves in a world with two moons, where a dualistic pagan religion takes the place of Christianity. Much of the time, we see Arbonne through the eyes of Blaise, an expatriate mercenary captain in the employ of Bertran, one of the most powerful lords of Arbonne—a man equally adept at war, music, and the art of seduction. As it turns out, Blaise is also a man with a complex past and a high destiny in his native Gorhaut, Arbonne's traditional enemy. There's a full quota of heroic action here—Kay has a rare ability to rise to the occasion for a set-piece battle. But as the duality of Arbonne's religion indicates in its balance of male and female gods, the women characters play an equally central role—from the Countess who rules the rival warlords of Arbonne, to the blind high-priestess, to the pregnant northern noblewoman who precipitates a war by fleeing south, to a young woman in the process of becoming one of the great troubadours of Arbonne. Meanwhile, music is a major theme throughout here, while Kay spins all the threads into a powerful tale of great events in a richly drawn magical kingdom. Complex and compelling: one of the most impressive fantasies in a long time.
Pub Date: Jan. 13, 1993
ISBN: 0007342055
Page Count: 528
Publisher: Crown
Review Posted Online: May 19, 2010
Kirkus Reviews Issue: Nov. 1, 1992
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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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SEEN & HEARD
by Sarah Kozloff ‧ RELEASE DATE: Jan. 21, 2020
A new series starts off with a bang.
A queen and her young daughter are forced to separate and go into hiding when a corrupt politician tries to take over the kingdom.
Queen Cressa of Weirandale is worried about her 8-year-old daughter, the “princella” Cerúlia. The people of Weirandale worship a water spirit, Nargis, who grants each queen a special gift called a Talent. Cressa herself is able to meddle with memories, for example, and her mother possessed supernatural strategic abilities that served her well in battle. Cerúlia, however, appears to have none, because surely her insistence that she can talk to animals is only her young imagination running wild. When Cerúlia’s many pets warn her about assassins creeping into the royal chambers, the girl is able to save herself and her mother. Cressa uses her Talent, which actually extends to forcing anyone to tell her the truth, to root out traitors among the aristocracy, led by the power-hungry Lord Matwyck. Fearing for her daughter’s life and her own, Cressa takes Cerúlia and flees. Thinking Cerúlia will be safer away from her mother, Cressa takes the girl to a kind peasant family and adjusts their memories so they believe Cerúlia is their adopted daughter. Kozloff’s debut is the first of four Nine Realms books, and Tor plans to publish them over just four months. Luckily, the series opener is a strong start, so readers will be grateful for the short wait before Book 2. Kozloff sets a solid stage with glimpses into other characters and nations while keeping the book together with a clear, propulsive plot.
A new series starts off with a bang.Pub Date: Jan. 21, 2020
ISBN: 978-1-250-16854-2
Page Count: 496
Publisher: Tor
Review Posted Online: Sept. 29, 2019
Kirkus Reviews Issue: Oct. 15, 2019
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