MAGIC KINGDOM FOR SALE/SOLD

Restless, grieving widower and lawyer Ben Holiday comes across an ad for a "genuine magic kingdom"; intrigued, he pays over a million dollars—and proceeds through a magical tunnel to Landover, an as-advertised property complete with fairies, wizards, dragons, and a magical palace! Then Ben discovers the drawbacks. The throne has been empty for 20 years; no taxes have been collected; the peasants are starving. As king, Ben's only servants are an incompetent court wizard, a talking dog as court scribe, and a pair of hissing kobolds. The royal palace and lands are suffering a blight because the binding magic is failing. The local barons and fairies refuse to recognize his kingship, deeming him merely the latest in a succession of dupes. A dragon is ravaging the countryside, and an evil witch is hatching plots. Even worse, an invading demon-lord challenges Ben to a showdown—and the king's champion, the Paladin, seems to be nothing more than an empty suit of rusting armor. Only the lissome fairy Willow believes in him—and she periodically turns into a tree. Ben's first task, then, is to convince all concerned that he's serious about tackling the job. An amusing and promising setup with flashes of originality, which the prolonged and somewhat heavy-handed resolution doesn't quite match: agreeable material that could have used more wit and a lighter touch. Still, a pleasantly entertaining jaunt, and considerably better thought out than Brooks' ragged Shannara yarns (most recently The Wishsong of Shannara, 1985).

Pub Date: April 1, 1986

ISBN: 1857232569

Page Count: 352

Publisher: Ballantine

Review Posted Online: March 20, 2012

Kirkus Reviews Issue: March 15, 1986

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A charming and persuasive entry that will leave readers impatiently awaiting the concluding volume.

A BLIGHT OF BLACKWINGS

Book 2 of Hearne's latest fantasy trilogy, The Seven Kennings (A Plague of Giants, 2017), set in a multiracial world thrust into turmoil by an invasion of peculiar giants.

In this world, most races have their own particular magical endowment, or “kenning,” though there are downsides to trying to gain the magic (an excellent chance of being killed instead) and using it (rapid aging and death). Most recently discovered is the sixth kenning, whose beneficiaries can talk to and command animals. The story canters along, although with multiple first-person narrators, it's confusing at times. Some characters are familiar, others are new, most of them with their own problems to solve, all somehow caught up in the grand design. To escape her overbearing father and the unreasoning violence his kind represents, fire-giant Olet Kanek leads her followers into the far north, hoping to found a new city where the races and kennings can peacefully coexist. Joining Olet are young Abhinava Khose, discoverer of the sixth kenning, and, later, Koesha Gansu (kenning: air), captain of an all-female crew shipwrecked by deep-sea monsters. Elsewhere, Hanima, who commands hive insects, struggles to free her city from the iron grip of wealthy, callous merchant monarchists. Other threads focus on the Bone Giants, relentless invaders seeking the still-unknown seventh kenning, whose confidence that this can defeat the other six is deeply disturbing. Under Hearne's light touch, these elements mesh perfectly, presenting an inventive, eye-filling panorama; satisfying (and, where appropriate, well-resolved) plotlines; and tensions between the races and their kennings to supply much of the drama.

A charming and persuasive entry that will leave readers impatiently awaiting the concluding volume.

Pub Date: Feb. 4, 2020

ISBN: 978-0-345-54857-3

Page Count: 592

Publisher: Del Rey/Ballantine

Review Posted Online: Nov. 25, 2019

Kirkus Reviews Issue: Dec. 15, 2019

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Too much puzzle-solving, not enough suspense.

READY PLAYER ONE

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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