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Ship of Destiny: reviewAstounding.
28th July 2003
This is the third and last book of The Liveship Traders (after Ship of Magic and The Mad Ship).
"King" Kennit of the Pirate Isles is now captain of the Liveship Vivacia. After discovering his main city Divvytown had been raided by slavers and all but destroyed by Chalcedean patrol ships, he sails to Others Island with his woman Etta and the former priest-boy Wintrow Vestrit, now his fervent follower. There, Wintrow will have his fortune told by the Oracle, but instead ends up rescuing the crippled sea serpent She Who Remembers from her prison-pool, scalding his body with her toxins in the process. And when the serpent touches Vivacia, the Liveship suddenly realizes who, or what, she truly is. New destinies are set into motion.
Further to the North, after doing up the Paragon, Althea Vestrit, Brashen Trell and Amber finally set sail to claim the Vivacia back from the pirate king, barely in time before a treacherous
The Mad Ship: reviewTerrific.
20th June 2003
This is the second book in The Liveship Taders trilogy (after Ship of Magic and before Ship of Destiny).
After being banned from the deck of the slaughter ship the Reaper because she's a woman, without her well-deserved ship ticket, and after breaking up with her companion Brashen Trell, Althea Vestrit is hired as mate on board a Bingtown-bound Liveship, the Ophelia. And when the ship betrays her secret to Captain Tenira, Althea fears she'll be given the sack again. Luckily it doesn't happen and soon the crew and ship rally to her cause, promising they'll help her gain her rightful heirloom, the Liveship Vivacia, back.
But not so far on the seas, the Vivacia has just been boarded by Kennit's gang of pirates and her crew taken prisoners, thanks in part to the rebellion of the slaves that made up her cargo. In exchange for his life and that of his father, Wintrow will have to heal Kennit gangrenous leg stump. The situa
Ship of Magic: reviewRiveting.
20th May 2003
This is the first book in The Liveship Traders trilogy (before The Mad Ship and Ship of Destiny).
Althea Vestrit is the 19-year-old daughter of a family of Bingtown Traders, the only community who can possess a Liveship, a magic vessel made of wizardwood, a precious and legendary ware. Always her father's favourite, she spent all her childhood on board the family's Liveship, the Vivacia, whom she's come to love more than anything.
Alas, the captain is very ill and is going to die soon. He has to be taken on board the Vivacia so that with his death, the third of a family member on the ship's deck, the latter can undergo her quickening. Althea knows that when the Vivacia awakens, she'll become hers to sail. Only at the last moment, she discovers that her mother and sister have convinced her father to leave the ship to Althea's brother-in-law, an execrable and authoritative Chalcedean, Kyle Haven. And as the Vestrits are
Assassin's Quest: reviewStunning, fascinating, enthralling!
22nd January 2002
This is the third and last book of the Farseer trilogy (after Assassin's Apprentice and Royal Assassin).
After faking his own death to escape Regal and his coterie's torture, Fitz has to slowly leave the body of Nighteyes, the wolf to whom he's Wit-bound, and learn to be a man again. But some months later, after a quarrel with his protectors Burrich and Chade, he leaves the old cottage where he's taken refuge, and decides to make for Tradeford to assassinate the newly self-proclamed King Regal. Yet in attempting to do so, he hears Verity Skill-calling him: "come to me". He has no choice but to obey his rightful king.
His journey to the Mountain Kingdom and beyond won't be an easy one, as Regal has just put a prize on his head. Soon everybody becomes a potential enemy. But he'll also make new friends on the way, such as a couple of Witted ones like him, or a mysterious old woman and a mins
Royal Assassin: reviewA feeling of helplessness.
3rd January 2002
This is the second book in the Farseer trilogy (following Assassin's Apprentice and followed by Assassin's Quest).
In the Mountain Kingdom, Fitz is slowly recovering from poisoning, when he has a Skill dream. Seeing through King Shrewd's eyes, he witnesses the Forging of the town of Siltbay, where lives his childhood friend Molly, whom he's secretly always been in love with. Has Molly been Forged too, is she dead, or alive but in great danger? He has to find out.
In Buckkeep, Prince Regal's ambition is soaring, and he will gain access to the throne of the Six Duchies by all means. And King-in-wainting Verity is too busy Skilling in his tower to protect the kingdom from the Forging raids of the Red Ships, and the old king's strength is slowly leaving him. Even with the help of Verity's new Queen-in-waiting Kettricken, who decides to take up arms and attack the Raiders, and Fitz's new Bond with a wol
Assassin's Apprentice: reviewAn absolutely poignant orphan hero plot!
17th December 2001
This is the first book in the Farseer trilogy (followed by Royal Assassin and Assassin's Quest).
Fitz is the hidden bastard son of Prince Chivalry, the king's heir. As his mother's family can no longer feed him, at the age of six he's taken in by Burrich, the king's stablemaster, with whom he'll learn to tend to the royal horses and hounds. In his free time, Fitz likes to go to the docks of Buckkeep with his pup, Nosy, to play with the harbour children or to listen to sailormen's stories. What he doesn't realise yet though, is that unlike the others, he has a strange ability to link mentally with animals called the Wit. But as soon as Burrich, who fears this ancient magic, discovers Fitz's bond with Nosy, he'll arrange to take the dog forever out of Fitz's life.
Due to Fitz's striking resemblence to his father, soon the rumours spread out too, and Chivalry has to abdicate and leave
AerosolIt has been a day and a half since the crash, and I have found a cabin. In some ways, this is a relief. I don’t know if I could face another night on the mountain without shelter. Outside, a fire does no good: the heat simply travels upwards. However, this place also raises some difficult questions. I estimate that I’ve put eight miles between myself and the crash site. I don’t know if this will be enough. It Saving...
occurs to me that I don’t really know anything.
The survival manual recommends staying with the plane. It explains that this affords the best chance of rescue. It explains that the wreckage offers warmth and shade. It explains that seventy percent of pilots who stay are located within three days, while seventy percent of those who leave are
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