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THE WIZARD HUNTERS

VOL. I, THE FALL OF THE ILE-RIEN

Wrenches the Valiarde saga into a whole new dimension of wonder, tension, and excitement.

First of a new trilogy and sequel to The Death of the Necromancer (1998), set in a world where magic and alchemy both work. Ile-Rien and the city Vienne are under attack from mysterious antagonists known as the Gardier; their black airships are invulnerable to the Rienish wizards' most powerful spells, their bombs have devastated the city, and their terrifying spell causing electrical and mechanical devices to explode cannot be countered. When crime lord Nicholas Valiarde discovered the Gardier, his sidekick, Arisilde, Ile-Rien's most powerful wizard, built a strange magical sphere before both he and Arisilde vanished in a blaze of light and were presumed dead. Now, five years later, Tremaine, Nicholas's suicidal daughter, stumbles upon the original sphere dusty and neglected in a cupboard. Activated by the wizard Gerard, it transports him, Tremaine, and several others to another world where, on a fog-bound island riddled with caves and studded with the ruins of a gargantuan city, they discover a Gardier base. This world's natives have no advanced technology and fear magic—all wizards here are evil psychotics—but they do have elemental “gods” and a burning desire to eject the Gardier. Tremaine learns that the sphere might be alive—and, while being pursued, forming an alliance with the natives Giliead and Ilias, being captured, escaping, resisting the Gardier and discovering their weaknesses, she uncovers abilities she never knew she had, and develops a steely resolve to overcome their adversaries.

Wrenches the Valiarde saga into a whole new dimension of wonder, tension, and excitement.

Pub Date: May 20, 2003

ISBN: 0-380-97788-5

Page Count: 400

Publisher: Eos/HarperCollins

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: March 1, 2003

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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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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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