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SUMMERLAND

“Well, we got no choice, an’ that’s a fact. The Rade has showed up, years before we ever done expected them, and yer about ten years shy o’ half-cooked, but we got no choice. There ain’t no time ta go looking for another champion. I guess ya’ll hafta do.” Thus is 11-year-old Ethan Feld, the worst ballplayer in the history of the game, drafted by the Home Run King of three worlds to forestall the end of the world at Ragged Rock. Ragged Rock is not a place but a moment—the last out of the bottom of the ninth—and the Rade is the combined hordes of Coyote, the Changer, who is bent on poisoning the four great branches of the World Tree. After the death of his mother, however, Ethan hasn’t much faith in his ability to be anybody’s hero, but when his Zeppelin-designer father is kidnapped by Coyote to engineer Ragged Rock, he takes up a baseball-bat-sized chunk of the World Tree and joins the cause. Plaiting together elements from Scandinavian and Native American mythology, American legend, and world literature, Pulitzer-winner Chabon (The Amazing Adventures of Kavalier and Clay, 2000, etc.), writing for young people for the first time, constructs a uniquely American fantasy peopled by were-animals, sasquatches, giants, and ferishers—fairies who look like nothing so much as 18-inch-high storybook Indians—and fueled by a healthy reverence for the Great American Game. As catcher and slugger for Big Chief Cinquefoil’s Traveling Shadowtails All-Star Baseball Club, Ethan is joined by Clam Island teammates Jennifer T. Rideout and Thor Wignutt, and an assortment of otherworldly supporters. Together they barnstorm across the Summerlands until, at Diamond Green, they meet Coyote and his team of Hobbledehoys, for one last, great game. The sprawling, vigorous narrative pulls out all the stops, gleefully reveling in the wonders it produces at every turn, from the magically ever-sunny corner of drizzly Clam Island to the varied denizens of the Summerlands. This raucous, exhilarating, joyful, and, above all, fun offering displays an enormous respect for the tradition of great fantasies that come before it, from Irving, Baum, and Nesbit, to Lewis, Tolkien, and Pullman, while confidently taking its place beside them. (Fiction. 10+)

Pub Date: Oct. 1, 2002

ISBN: 0-7868-0877-2

Page Count: 512

Publisher: Hyperion

Review Posted Online: June 24, 2010

Kirkus Reviews Issue: Sept. 1, 2002

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THE RISE OF NEPTUNE

From the Dragonships series , Vol. 2

Not as strong as the series opener, but the space battles galore will satisfy returning fans.

Lunar Jones and Dread the dragon rally the Dread Knights to defend Mars from attack by Triton, the dragon from Neptune’s largest moon.

About a year has passed since 14-year-old Lunar Jones became a dragoon and bonded with Dread, the planetary dragon of Mars. In this second series entry, Mars is now productive and again accepting Earthers as settlers, while Lunar adjusts to being in a leadership role, despite being younger than most of those he commands and “responsible for protecting all of Mars.” Proctor (strategy), Doc (programming), Little Will (lead scout), and Mara (who’s nicknamed “Wildcard”) reprise their crucial roles, while the story is fleshed out with other familiar faces, a batch of new recruits, and dragoons and dragons from throughout the solar system. Upon the approach of unknown vessels into Mars’ atmosphere, Lunar and Dread recall uncomfortable rumors about hostility from Neptune’s dragons, and the battles begin. Lunar narrates most chapters; occasional sections are told from Proctor’s point of view. A whiff of romantic attraction doesn’t impede the nonstop action, and the epilogue points to more entries to come. The dragon backstory holds together, although several innovations that appear at just the right time and support healing or offer battle advantages feel like overly easy solutions. Most humans present white.

Not as strong as the series opener, but the space battles galore will satisfy returning fans. (Fantasy. 10-14)

Pub Date: Oct. 7, 2025

ISBN: 9781665946544

Page Count: 432

Publisher: Aladdin

Review Posted Online: Aug. 16, 2025

Kirkus Reviews Issue: Sept. 15, 2025

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THE SCHOOL FOR GOOD AND EVIL

From the School for Good and Evil series , Vol. 1

Rich and strange (and kitted out with an eye-catching cover), but stronger in the set pieces than the internal logic.

Chainani works an elaborate sea change akin to Gregory Maguire’s Wicked (1995), though he leaves the waters muddied.

Every four years, two children, one regarded as particularly nice and the other particularly nasty, are snatched from the village of Gavaldon by the shadowy School Master to attend the divided titular school. Those who survive to graduate become major or minor characters in fairy tales. When it happens to sweet, Disney princess–like Sophie and  her friend Agatha, plain of features, sour of disposition and low of self-esteem, they are both horrified to discover that they’ve been dropped not where they expect but at Evil and at Good respectively. Gradually—too gradually, as the author strings out hundreds of pages of Hogwarts-style pranks, classroom mishaps and competitions both academic and romantic—it becomes clear that the placement wasn’t a mistake at all. Growing into their true natures amid revelations and marked physical changes, the two spark escalating rivalry between the wings of the school. This leads up to a vicious climactic fight that sees Good and Evil repeatedly switching sides. At this point, readers are likely to feel suddenly left behind, as, thanks to summary deus ex machina resolutions, everything turns out swell(ish).

Rich and strange (and kitted out with an eye-catching cover), but stronger in the set pieces than the internal logic. (Fantasy. 11-13)

Pub Date: May 14, 2013

ISBN: 978-0-06-210489-2

Page Count: 496

Publisher: Harper/HarperCollins

Review Posted Online: Feb. 12, 2013

Kirkus Reviews Issue: April 15, 2013

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