by Terry Pratchett ‧ RELEASE DATE: Oct. 1, 2005
Bitingly relevant and laugh-out-loud funny.
More amiable mockery from one of our leading lights.
The most rewarding part of Discworld, Prachett’s comedic fictional universe, is the teeming city of Ankh-Morpork, and specifically, the city’s effective yet accident-prone keepers of the peace, The Watch, whose “fine traditions . . . largely consist of finding somewhere out of the rain.” This time out, The Watch, under the leadership of their long-suffering commander, Sam Vimes, are charged with keeping order in the tinderbox city, due to go up in flames at any moment as a result of the bitter inter-species hatred between the dwarves and the trolls. Things are especially tense now because of the anniversary of Koom Valley, an ancient battle between the two races that had become “a rallying cry, the ancestral reason why you couldn’t trust those short, bearded/big, rocky bastards.” Into this pool of gasoline is tossed a match, in the form of the murder of an important dwarf whom the old dwarf fundamentalists, called “deep-downers,” were trying to blame on the trolls. Pratchett (Going Postal, 2004, etc.) takes on a target in every novel, something in the modern world that really seems to get his goat. This time it’s a few things: ethnic clannishness and strife, religious fundamentalism, The Da Vinci Code and cell phones (presented here as a small, obnoxious imp in a handheld box called a Gooseberry™). As always, Vimes staggers through the chaos and idiocy as the exasperated, excruciatingly decent British voice of reason. Though Pratchett loses his way a bit towards the end, fans will not be disappointed.
Bitingly relevant and laugh-out-loud funny.Pub Date: Oct. 1, 2005
ISBN: 0-06-081522-1
Page Count: 384
Publisher: HarperCollins
Review Posted Online: May 19, 2010
Kirkus Reviews Issue: Aug. 1, 2005
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by TJ Klune ‧ RELEASE DATE: March 17, 2020
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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PERSPECTIVES
by Robin Hobb ‧ RELEASE DATE: April 17, 1995
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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