This is an exceptionally fun tale that does a little bit in the way of a
genre-blending two-step. The characters are lively, animated and
personable. It is through those characters that the beautiful setting
is painted. There will be a few things that take the reader by
surprise, elements that one doesn't expect to run across in what seems
to be a traditional fantasy piece, but these elements do nothing but add
to uniqueness of the piece. Very much so, this book is a fun little
romp and the series promises to be an increasingly fun and dramatic
ride.
One of the unusual elements that you're going to find in
the book is in the linguistics. Usually, when we read a fantasy novel,
we find that the language has been sprinkled with a handful of archaic
terms or sentences here and there. This is a trick to give the
impression of people from olden times speaking while the author is still
using a thoroughly modern dialect. In this book, the author has
instead just used the modern dialect without disguising it what so ever.
The characters speak in ways that you would expect to hear from people
on the street. Further there is the inspired and completely unexpected
choice to have the elves of the piece speaking in a tone you'd expect
from the south-eastern United States.
Story-telling is a
central part of the culture of several characters and so we're given to
see a lot of stories-within-the-stories. The elven story-telling style,
for instance, is very similar to the laid-back casual yarns of Br'er
Rabbit and Johnny in the House of the Rising Sun. It is very much a
tale to be told to the young'uns of what can and should be done versus
what can't and shouldn't be done. By comparison, the other characters
are implied to have a style more akin to what we expect from traditional
fantasy, ranging from a tone like that of Galadriel narrating the
beginning of the first LotR movie to the boastful and bombastic
tale-tellings of a Viking.
The magic system is interesting
partially because of the fact that the background of the world is such
that magic has been almost irrevocably removed from the environment.
Intensely magical creatures and beings have died and others have found
themselves more and more hampered. The gods have mostly been cut off
from the world and mostly seem not to care, save for a handful. The
countries that remain are trying to find ways to deal with their
problems that they used to use magic for. Analogous to what would
happen if the real-world were to suddenly find all of our technology was
non-functional, the world became wracked with plagues, famine and war.
And this is where there is a slight genre crossover.
Magic
hasn't completely left the world. It now simply can be found within
select people here and there. From a flying man to a teen berserker and
other things behind. The world now finds itself lacking the magic they
used for convenience and faced instead with people growing up with
inherent power. Consider if all the technology failed but some people
started gaining super-powers, and that's a good comparison to the
situation. The majority of these gifted people are still young,
however, and what we thus have is a chance to watch the building of a
culture only a generation or two removed from the apocalypse. An
apocalypse which may have been caused by mortal interference.
http://www.amazon.com/dp/B00H5IPASW
A blog by Luke Garrison Green of Thrythlind Books and Games. Here he discusses writing skills, reviews books, discusses roleplaying games and refers to Divine Blood, Bystander and his other books.
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