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THE ONE KINGDOM

VOL. I, THE SWANS’ WAR

Fascinatingly plotted, with life-sized characters, and developments hinted at rather than displayed full-blown. Still,...

First installment of a fantasy series from the author of The Compass of the Soul (1998). When the King of Ayr died more than a century previously, he named no heir, leaving the noble Wills and Renné families to feud over the vacant throne. Now, Toren Renné hopes to bring the bloody dispute to a conclusion by ceding territory to the Wills. For his naiveté and presumption, Toren’s own cousins plot to assassinate him. Elsewhere, three friends from the remote Vale, thoughtful Tam, irreverent Fynnol, and the giant Baore, arrange a trip to find and sell ancient artifacts and buy horses with the proceeds. One night, the mysterious, intriguing, and informative Alaan joins their camp. Moments later, they’re attacked by troops hunting Alaan, who vanishes as the friends escape. Later, Cynndl, a Fael storyfinder, joins the party, and they enjoy a weird journey downriver. Meanwhile, Hafydd, an evil Knight of the Vow thought 20 years dead, beguiles the Prince of Innes into preparing for a war of conquest; Hafydd plans to marry the Innes heir, Michael, to Lady Elise Wills, put their son on the throne, and control him. Michael and Alaan, however, help Elise escape. Eventually, all will meet at the midsummer Westbrook Fair.

Fascinatingly plotted, with life-sized characters, and developments hinted at rather than displayed full-blown. Still, readers must suffer a glacially slow first hundred pages followed by a nonexistent ending. Often splendid, but it’s just the first chunk of an interminable array: over to you.

Pub Date: Feb. 1, 2001

ISBN: 0-380-97489-4

Page Count: 480

Publisher: Eos/HarperCollins

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: Dec. 15, 2000

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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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