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DEMONS DON'T DREAM

Anthony's popular fantasy series set in the world of Xanth moves into hardcover; this, entry #16, kicks off a new cycle of yarns based on interactive computer games (cf. Killobyte, p. 1338). Fans will recall that: ``Much of Xanth is illusion...the rest is puns and dragons.'' Nerdy young Dug (no, that's not a misprint) gets a copy of a new role-playing computer game and within minutes is hooked: indeed, so convincing does he find it that he soon falls through the monitor screen and into Xanth itself. The game's prize is a special magic talent for use in later scenarios—a talent that may be won by solving weird problems and overcoming oddball obstacles. Each player chooses a stalwart Companion, knowledgeable in the ways of Xanth (though there's also a chance that the Companion will be False and, therefore, treacherous). Dug selects luscious princess Nada Naga, who can assume serpent form at will; more realistic romantic input is provided by Dug's opponent, the plain but charming Kim. Oh, yes, and the whole package is actually a higher- level contest between the two demons who control, respectively, Mundania (Earth) and Xanth. Pleasant, harmless, undemanding fare unerringly aimed at the teenage market. Series fans will find themselves right at home.

Pub Date: Feb. 1, 1993

ISBN: 0812534832

Page Count: 304

Publisher: Tor

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: Dec. 15, 1992

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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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