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BLOOD

A SOUTHERN FANTASY

Fix-up novel (and first of a projected series) derived from various stories, 199194, and, like most of Moorcock's fantasies (The Revenge of the Rose, 1991, etc.), set in the ``multiverse'' where almost anything can happen, sometime, and usually does. In this particular variant, called First Ether, black races now dominate. ``Color spots''—whirling, churning blobs of energy- -appeared and were tapped for energy, but a disastrous attempt to harness a huge spot off Biloxi, Mississippi, has resulted in the Biloxi Fault, a voracious maelstrom of fluxes that's destabilizing reality. In such uncertain conditions, only the ``jugadors,'' or master gamblers, prosper. Jack Karaquazian and Colinda Dovero are lovers until Colinda, obsessed with the idea of higher realities, dives into a color spot and vanishes. Later, Jack will join with his friend Sam Oakenhurst, and his beloved, the half-plant, half- animal Rose, to play the Game of Time. Interspersed with these gnomic goings-on are descriptions of the Chaos Engineers who, in peculiar vessels, navigate the Second Ether in voyages of exploration, and whose exploits are considered to be solely fictional . . . until Rose explains that the Game of Time is ``a story created by the Chaos Engineers and the Singularity but affecting all reality.'' Entering the Game, Jack hopes to find Colinda, while Rose and Sam have ambitions to remold reality itself. Familiar Moorcock preoccupations embellished in an elusive and calculating style. Readers unimpressed by recondite, non-narrative transmogrifications may well find it dreadfully pretentious and self-indulgent.

Pub Date: Nov. 1, 1995

ISBN: 0-688-14362-8

Page Count: 352

Publisher: Avon/HarperCollins

Review Posted Online: June 24, 2010

Kirkus Reviews Issue: Oct. 1, 1995

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BETWEEN TWO FIRES

An author to watch, Buehlman is now two for two in delivering eerie, offbeat novels with admirable literary skill.

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Cormac McCarthy's The Road meets Chaucer's Canterbury Tales in this frightful medieval epic about an orphan girl with visionary powers in plague-devastated France.

The year is 1348. The conflict between France and England is nothing compared to the all-out war building between good angels and fallen ones for control of heaven (though a scene in which soldiers are massacred by a rainbow of arrows is pretty horrific). Among mortals, only the girl, Delphine, knows of the cataclysm to come. Angels speak to her, issuing warnings—and a command to run. A pack of thieves is about to carry her off and rape her when she is saved by a disgraced knight, Thomas, with whom she teams on a march across the parched landscape. Survivors desperate for food have made donkey a delicacy and don't mind eating human flesh. The few healthy people left lock themselves in, not wanting to risk contact with strangers, no matter how dire the strangers' needs. To venture out at night is suicidal: Horrific forces swirl about, ravaging living forms. Lethal black clouds, tentacled water creatures and assorted monsters are comfortable in the daylight hours as well. The knight and a third fellow journeyer, a priest, have difficulty believing Delphine's visions are real, but with oblivion lurking in every shadow, they don't have any choice but to trust her. The question becomes, can she trust herself? Buehlman, who drew upon his love of Fitzgerald and Hemingway in his acclaimed Southern horror novel, Those Across the River (2011), slips effortlessly into a different kind of literary sensibility, one that doesn't scrimp on earthy humor and lyrical writing in the face of unspeakable horrors. The power of suggestion is the author's strong suit, along with first-rate storytelling talent.

An author to watch, Buehlman is now two for two in delivering eerie, offbeat novels with admirable literary skill.

Pub Date: Oct. 2, 2012

ISBN: 978-1-937007-86-7

Page Count: 432

Publisher: Ace/Berkley

Review Posted Online: Sept. 1, 2012

Kirkus Reviews Issue: Sept. 15, 2012

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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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