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Showing posts with label Dragonlance. Show all posts
Showing posts with label Dragonlance. Show all posts

Tuesday, September 13, 2011

Homeland, R.A. Salvatore, Forgotten Realms

I was always a DragonLance man, so for many years I figured reading Forgotten Realms books would be treason.  How silly is that?  Of course, they never made a DragonLance videogame worth its salt, though attempts were made on the 386!  Did I date myself or what?!

So my first Forgotten Realms experience was actually through the truly excellent videogame, Baldur's Gate (which is really a precursor to DragonAge Origins.) And I loved it.  Years later, after seeing R.A. Salvatore books on the shelf, and being suitably intrigued.  I finally decided to go for it.  If you want a phenomenal history of the Realms go to Wertzone site

Since I'm taking a break from Memories of Ice to read this, it's interesting to note the stark differences in contemporary fantasy with fantasy from two decades ago.  Salvatore did not invent the Realms.  Far from it--Ed Greenwood did.  I actually a did some research for this post, something I rarely do, but the Realms have a complex history.  And unlike DragonLance whose seminal volumes were all penned by Margaret Weis and Tracy Hickman, the Realms were created by a collective of writers drawing on the maps and notes of an accomplished Dungeon Master.  The Realms were designed to be free floating, more loose than DragonLance which took place in the middle of a continent spanning total-war.

Anyway, the point of all this is to show, once again, that good fiction does not have to be genre busting.  In fact, it can draw on cliche's so overdone as to be boring and repugnant, and still make a good yarn.

Let me say from the outset, I thoroughly enjoyed Homeland, and intend to immerse myself in the Realms, 20 years after their creation.  I have one caveat.  The book, though an absorbing and fun read, is no poetic work of genius.  It's a good romp through an interesting world.

1.)  Character.  Drizzt Do'Urden is the name of the main character for this volume.  I grew up with this cat, though I didn't know it.  I saw his picture on shiny hardcover novels all over the Barnes & Nobles of my youth.  Homeland is definitely a plot based story, nonetheless its characters are compelling.  The story begins with a race of dark elves called the Drow, dwelling in lightless caverns called the Underdark.  I've always found evil races to be an interesting study.  How can such a society function?  All societies are based on trust and cooperation--which is a flat impossibilty for the genetically evil.  And of course, this is a central conflict in Homeland.  The Drow worship the spider Goddess Lolth, who believes in corruption and greed, and encourages her priestesses to war with one another.  However, Drizzt, and his father Zak are different, possessing an inate innocence that puts them at conflict with the larger drow society.  They don't like to kill, yet both of them are singularly gifted fighters.  So the natural conflict set up here is between Drizzt and his entire race, his entire culture, and closer to home, his mothers, sisters and brothers.  Which brings us to cliche.


Mindflayer from FR wiki

2)  Cliche.  Elves, Dark Elves, Coming of Age, Dungeons & Dragons, are all cliches used by Salvatore.  Elves figure only as a distant enemy to the Drow, but as the Dark Elf cliche is built off the Elven cliche, much of the same is true about both.  Elves are long-lived, beautiful artisans, dwelling in nature, strong, yet slight, natively good, and are beautiful to look upon, and inherently magical. All this is true for the Drow, save the natively good part.  The city of Menzoberranzan is carved from stalagtites, and the buildings and temples are designed to look like spiders.  A thoroughly disgusting concept, yet one requiring a degree of skill in art and engineering to execute.  The drow live as long as elves, except for the fact that they keep on killing each other.  This means that despite the native difficulty of breeding (elven females ovulate infrequently, like every 50 years or so) a concentrated effort is made to breed, since family strength is a direct and certain route to power.  This culminates in some interesting breeding practices practiced by female drow. The drow is likewise beautiful to look upon, but they have black skin and pure white hair.  Like elves, the drow is capable of casting spells from an early age, and all drow are capable of casting certain spells, regardless of caste.  Which brings up the Dungeons & Dragons cliche.  Every single item or monster in this entire novel has a series of stats to back it up, from the adamantine twin scimitars which are Drizzt's hallmark, to the tentacular mindflayers who dwell in the Underdark.  Anyone who ever played Dungeons & Dragons knows the mindflayer intimately, even those who didn't ever have to fight one, the picture was just so frickin cool you had to look at it.  These cliche's for the most part are informative.  However, for a non D&Der, and we're dying out, some of the cliches are just obscure.  Halfling and Gnomes.  All manner of small people.  Halflings are familiar because of the Lord of the Rings, but most people are familiar with the term hobbits instead.  There are no hobbits in Dungeons & Dragons.  Just halflings.  Gnomes are another one.  We're all familiar with garden gnomes, those cone hatted, blue skirted small creatures, but just how are they different from dwarves?

3)  Scope.  The scope is immense and confined all at once.  The Realms are hard and fast.  Ed Greenwood's world is all mapped out, its creatures are decided, it's politics analyzed.  It's open ended in terms of story telling, but the world, like ours has a physics that is entirely determined by the roll of six, eight, twelve and twenty sided dice.  This makes for a very interesting fantasy setting.  Half of the joy of fantasy is discovery, does the comprehensive mapping elminate this joy?  It turns out, no.  I look at they world map, and I wonder what famous warriors have traveled to Cormyr?  Who is the greatest wizard in Waterdeep?  All this and more, after reading Homeland, I intend to find out.  Now of course, I wonder, how should I read these books?  Drizzt wasn't a character started in Homeland, far from it--he was first mentioned in the Crystal Shard, (again, hat tip to the Wertzone).  I have determined that the best way to do this is to read the books in order of publication, though I may drop off after the first ten books or so.  I always found that the splinter novels in the DragonLance series were of a drastically lower quality, and that the events that occurred in these books had no play in any of the more central literature.  Even so, the more limited scope is Menzoberanzan, the drow city.  And in this Salvatore is the acknowledged champion.

4)  Magic.  Dungeons & Dragons magic.  After having spent a lot of time with more complex brands of magic.  Sanderson's Allomancy, Jordan's The One Power, Erikson's Warrens, the system of magic in the Realms is reassuringly simple.  Most spells require ingredients, and must be memorized to be cast.  They can only be cast once or twice, depending on the sophisitcation and "level" of the wizard, and then they must be re-memorized.  Magic is important, of course, but having owned the 2nd edition Players Handbook, I know most of them already.  There is no magic to devastate an entire city here.

5)  Theme.  As stated above, this novel is no scintillating work of genius.  It's fast moving, absorbing, with interesting characters and a fun, unpredictable plot line.  It's candy, it's beach reading, even more so than most fantasy is considered to be.  That said, the writing isn't poor by any means--it's just there to communicate a story, not to edify.  There is a tone to Salvatore's writing, but its businesslike and not self-reflective.

This book is definitely worth a read, and it has definitely inspired me to read further.  Unfortunately, my wife has decreed an end to all fantasy books, and so I can't buy anymore of them unless they're grand slams.  (It's not the money so much as it is the space on our shelves)  I think I see a Kindle in my future.

Tuesday, March 1, 2011

Anne McCaffrey: Dragonsdawn

In an effort to add some classic fantasy from my past, I found myself reading another science fiction crossover.  As stated in the past, I genuinely believe in judging a book by its cover, and though Dragonsdawn did not have a fly cover, the next book in the series, had a truly beautiful cover, reading the jacket indicated to me my mistake, and I picked up Dragonsdawn. However, as I learned from McCaffrey's Wikipedia page, the editors repackaged the Pern books, as they have now done with the Narnia series, making the books chronological.  In fact, Dragonsdawn was published in 1989, a full six years after the dragon riders had been established through various short stories, and Moreta, Dragonlady of Pern.  So Dragonsdawn is actually, a prequel.

SPOILER:  In short, a group of colonists arrive at their new planet, Pern, to find a beautiful, untouched world--with a dark secret.  That secret is Threadfall, every hundred or two hundred years, a nearby planet wobbles by, emitting masses of a carbon destroying lifeforms called Thread.  Thread devours anything it touches.  Fortunately, its non-sentient.  It's basically as if it rained fire for 50-60 years.  Except that fire can be killed, eliminating the threat.  The colonists still have some of their technology in place when they land.  But it becomes exorbitantly resource demanding to defend the populace and their holdings, and so a solution must be found.  Fortunately, the planet's indiginous population is a vaguely pet-like firedrake, warm blooded lizard with wings.  An advanced civilization with a precious natural resource, you put the pieces together. 
There is a grand tradition of dragonriding in fantasy, every bit as prevalent as riding pegasi, or horses, or He-man's boar cat, Tolkien's eagles, or Wargriders.  The entire Dragonlance franchise was predicated on the search for a magic lance that knights would use to spear evil dragons from the skies.  Raymond E. Feist's epic, the Riftwar Saga had an omnipotent race of dragon riders, the Valheru, who became both villain and hero.  With all these predecessors, there are some basic dragon cliches that need to be discussed.  Dragons are intelligent.  It is surprising that the myths about dragons have always made them at least as intelligent as humans, if not more so.  Not so for the vast majority of fantasy fiction monsters.  A unicorn is magical, but its still just slightly smarter than a horse.  Orcs can speak the human tongues, but they use their smarts only to create devices to kill.  In Dungeons & Dragons, and indeed, DragonLance, Dragons are generally genius level smarter than humans.  You can tell, because in that rubric, intelligence is measured by a simple number 1-18 (three roles of a six sided die).  Most humans fall between 8 and 13.  All dragons fall between 15 to 22 (numbers above 18 are called modifiers in D&D parlance) This intelligence allows them to cast spells, to reduce their weight to allow them to fly, and often, to travel to new worlds.  This intelligence is marked by McCaffrey in that humans can speak to their dragons telepathically.  Moreover, this intelligence also allows them to make the calculations necessary to make teleport jumps between places to avoid danger.  Of course, Dragons breathe fire.  On Pern, they do so by ingesting a rock laden with chemicals that the dragon's second stomach converts to fire breathing fuel.

Since, I haven't quite come up with a great rubric for judging SF/Fantasy crossovers, I'll touch on several of the Five Factors first.  Cliche's abound, in fact, SF relies a bit more on cliche's since they don't have the time to develop characters in the same way that fantasy fiction can.  But human dramas are lessened, sideshows to the action.  Still McCaffrey is a master at her craft, and even the few human dramas described are expertly done.  The scope, in a science fiction is the entire galaxy, infinite possibilities, and history is often dumped on the reader for no other purpose than to establish character's personal histories.

In my BattleStar Gallactica review, I posted the following:

Fantasy is about good and evil.
Fantasy is about self-determination and fate.
Fantasy is about standing up against insurmountable odds.
Fantasy is liberalizing.

In comparison, Science Fiction has remarkably different pillars.

SF is about The Big Idea.
SF is reactionary
SF is voyeuristic.
SF is about plot.

A central reason for why Dragonsdawn is a crossover is that it does touch on ideas of good and evil.  Not spelled out as such, but as general rules for living.  There are several human "villains" one of whom is a belligerent scientist driven mad with grief over his lost daughter.  All the villains "get what's coming to them," every single one of them.  They all are rude, at some points unkind, sarcastic, and greedy.  Some are murderers, like the beautiful narcisist, pyschotic Avril Bittra.  And so, like any good fantasy, they get theirs, because the central moral tenet of fantasy isn't about the fight between good and evil, its about choosing to be kind, choosing to be just, and choosing the community over the self.  One of the stories main characters, makes this exact sacrifice, gathering data for the colony while bleeding out from stab wounds.  And yet--there is undoubtedly, a Big Idea.  Namely, what if Dragons were man made?  So McCaffrey takes the Dragon cliche and reworks it to suit her needs.  This is the reason for the cliches, they're flexible models that contain a variety of preconditioned knowledge.

The book continues in the fantasy vein when discussing Self-Determinacy and Fate.  If you've read the Pern books in order of publication, than you know exactly what the fate of the colony is, as the first books and stories take place hundreds of years after the colonists land.  In this aspect, much of Dragonsdawn is preordained.  Yet, the earnest struggle of the characters against the external menace of Thread indicates that its their own resolve that makes this fate possible.

Liberalizing/Reactionary.  The science fiction nature of Dragonsdawn struggles with and eventually loses to McCaffrey's innate liberal tendencies.  Pern is an idyllic paradise, and the colonist's government is generally speaking democratic.  There is a chapter where the governors take martial law to fight the threat of Thread, but they do so by asking the colonists to elect them to this position in a completely fair election.  More, there's no sense in the world of Pern, that "this is what will happen if--" or, "these are the consequences of these actions."  The colonists are trapped, not enough fuel to fly back.  They've made Pern their home, and when it turns out the planet has some unpleasant surprises, they fight back.  And its genetics that allow them to do so.  On the other side of the coin, the Evil Botanist, creates some nasty surprises in his own labs for future generations of Pernese to discover.

Dragonsdawn is a great book, and a quick read.  It does not however have much interest characterwise.  Its an ensemble cast, and many of those members are indistinguishable from others.  Though I have not reread the series in many years, it is my memory that the other volumes more than make up for this lack.  This is after all, a prequel meant to explain the dragon origins of Pern, not a personal struggle about humans growing up and fighting the odds.  I thoroughly recommend it.  And--I will be presently adding a Great Moment in Fantasy to my library from this same book.

Tuesday, February 1, 2011

The Dwarves by Markus Heitz

Let me start this post with a disclaimer:

Anyone who can finish a novel, and get it published has my utmost respect.  And more, they are in at least this one way far superior to me: they've the will to see it through.

Criticisms of this book might also be inappropriate for this reason:  The Dwarves is one of those few fantasy novels that bridged the language gap.  Every single other fantasy book I've ever read, and I've read many, were in English.  Translating from German is hard, and my philosophy professors always assured me, particularly the Germans, that a great deal is lost in even the best translation.  One of my central criticisms of this book is that the prose is simple to the point of being for a much younger audience, twelve to thirteen.  I suggest that this is the publisher's fault.  German is an exceedingly colorful language, and each word is dense with meaning.  This was not a book to go Hemmingway on.  But Americans are thought by editors at large to be fairly simplistic in their reading level, and so perhaps there is a sensible reason for this fault.  Compare the prose of The Dwarves to the prose of Erikson's from The Malazan Book of the Fallen and you'll see what I mean.

Overall, I enjoyed this book.  There's enough going for it, that I'd consider reading the sequel.  As usual, I'd seen this title in the bookstore and admired its fine cover.  Not only that, but I was intrigued.  Dwarves are usually in the model of Gimli from LOTR, amusing sidekicks, or Flint from the Dragonlance Saga.  The implication, and truth of the title, is that this might be one of the first such fantasy novels where the hero is a dwarf.  The book had an interesting, relatively swift moving plot, some gruesome details, and an exciting conclusion.

Very well, let's get to the five.

1.  Character:  This is perhaps my primary complaint about the story.  The characters are very naive.  Naivety is only bearable when it proves a point, is a statement about the character, not the writer.  Rand Al'Thor starts out the Wheel of Time very naive.  But Jordan does this intentionally, to show that he's an eighteen year old boy from a farming village.  Every single character, except maybe one, the Maga Andokai are naive to the point of iritation.  And they say the lamest things to one another!  The main character Tungdil is the worst for this, but even the main vilain, the Nudin the Knowledge-Lusty (For real! Really, a better translation wasn't available?  Maybe Google translate did their translation) was exceptionally naive.  He ravages his own homeland, convinced that he's acting on the greater good.  This would be an interesting character development except that it's not really talked about much, save for one of the the story's modes: the play within the play.  And he has a good excuse, he's inhabited by a demon spirit.  Madness is intriguing, ethical decision making is intriguing, devil possession is passing the buck.  In this case, passing it to the sequel I imagine.

The other reason The Dwarves fell flat, is that the Dwarves themselves were remarkably bland.  There is an interesting mythology presented, five clans of dwarves, separated by their God, Vraccas. (*I was dismayed by the name Vraccas, in one of my own unfinished works of 2002, I'd chosen this exact name to be an evil god.)  The dwarven mythos is essential to the story, and is one of the most enjoyable elements.  But even so, detail regarding the lives of regular dwarves was incredibly sparse.  Worse, Heitz had an excellent vehicle for doing so, and since the main character is a foundling, every sentence between two dwarves would have added color.  It's like a six year old's coloring book, full of poorly colored shapes, many pages left entirely blank.  Worser:  There's millions of helpful dwarven cliches in other fantasy novels that could provide further description without dragging down the plot.  This is why cliche's are useful, they speak volumes.

2)  Let's talk about Cliche:  Heitz had two options here.  Use the old dwarven cliches laid down by Tolkien, and many since, or bust a nut and create something new.  Either would have worked well for me.  However, by using a familiar race, beloved of fantasy readers everywhere, Heitz had already consigned himself to a certain amount of necessary cliche.  Let's see here:  Dwarves are short: check.  Dwarves prefer underground mountainous lairs: check.  Dwarves hate magic: check.  Dwarves are long lived: check.  Dwarves prefer axes: check.  Dwarves are smiths: check.  Dwarves love gold: check.  Heitz had a subtle spin on the dwarven love of gold, he made it genetic.  By which I mean, Dwarves have the love of gold and gems intrinsically.  Men love gold too, but its generally admitted that we love it for the things, including sex and status, that it can get for us.  Dwarves just like how it looks, sort of like human women.  Heitz also used the dwarven cliche of using names that involve all of the above.  I enjoy this particular cliche quite a bit, so no problems here.  In fact, these standard fantasy cliche's held true for all of the races.  Let's coin a term, "LOTR Race Cliche" shall mean that Dwarves are short and bulbous, Elves are tall and fair, humans are enh, orcs are evil.

The Coming of Age cliche was also used to some degree, though somewhat inexplicalbly.  Tungdil is 60 years old when the story starts.  This is really only about a third of a dwarf's life.  But I'm at a third through my life, and I don't act like a twenty year old, so what's this guy's excuse?  Tungdil isn't immature, he's just completely innocent.  Naive, as stated above.  And it bugged the hell out of me.  At 60 years old, you've learned a lot about life, particularly when you've spent the entire time living among humans.  That's at least two generations of medieval humans he would have lived through.  Still there are some good reasons, he's never met a female of his race.  God knows, women give you gray hairs.  And he's never met a male of his race, so when he meets the story's comic relief, the warrior twins Boindil and Boendil, acting a bit childlike would be understandable.  This leads to a third cliche: Self-Actualization.

Coming of Age cliche's often become self-actualization cliches.  In the Eye of the World, Rand al'Thor becomes a man.  But through the remainder of the series, he continues to grow and change, leaving behind the Coming of Age cliche of the first book.  Tungdil has a problem: he knows nothing about his race, other than what he's read in books.  Fortunately for him, everything he ever learned in his books about dwarves was completely accurate.  This bothered me, again I felt like this book was aimed at thirteen year olds.  That would be fine, but good fantasy is aimed at a much broader audience, thirteen year olds included.  I don't need you to tell me that books are good, thank you very much. 

3.  Scope:  The scope of the novel was perfect.  The realm is called Girdlegard (again, an awful translation choice--literally, the land is wearing a girdle that guards it from evil.)  Still Girdlegard is small, with delineated borders, and the reader is not in any way made curious about what lies beyond those borders.  A common fantasy trope is to name off lands far distant without providing a purpose for these lands.  Such a trope is merely to show that that the story takes place in a larger land, not in space.  Personally, I prefer bounded lands because, well frankly, its easy to make up funny names and toss in a sentence about far away lands.  It's a bad writers trick (I know, I use it)  Heitz doesn't indulge.  That said, there are just too many lands for a fairly simple story.  Were six human kingdoms really necessary?  No.  Only two are relevant.  In contrast, the five dwarven realms are completely relevant, and tantalizingly explained.  I mentioned in my last post how difficult it is to indicate scope without falling into such tropes, but Heitz sidesteps the issue very nicely.

To the Blight (The Eye of the World, Book 2)4.  Magic:  The story starts out with there being six main Magi, male and female.  And they save the realm from another cliche, The Perished Land. Not unlike Jordan's Blight.  Nothing grows in the Perished Land, and anyone who dies in it is forced to walk the land as a revenant, enslaved to the will of some gaseous form of evil that is only hinted at.  Magic isn't really explained, and Heitz falls back on more cliches, spell books, runes, jars of ingredients, eye of newt, you know the deal.  One thing for sure about magic.  You can eat other Magi's magical power.  Guess how.  It's an important plot point, but Heitz doesn't bother to explain it.  And maybe he's right--Dwarves hate magic.  And if nothing else, The Dwarves, is about Dwarves.  One fairly interesting and enjoyable part of the story is that, much of the book is taken up with quests searching for magical artifacts.  This is something fairly rare in fantasy of the past twenty years which is primarily character driven.  I don't want to spoil the novel, but it becomes clear in the first fifty pages, that the big bad can't be killed with the usual assortment of weaponry.  Magical weapons are cool, and anyone who ever played a fantasy board game, videogame or the beknighted Dungeons and Dragons knows it.

5.  Theme:  It's hard to get a handle on the overall theme of The Dwarves.  It might be too basic.  If the prose were more detailed, or better translated, I could make a better stab.  The Perished Land isn't particularly dark or frightening, and the revenants can talk, and in some cases, even be completely normal.  So darkness as a theme is out.  I guess if I had to peg it, I'd say, unity.  There's a weird scene in the end, after the big bad is beat, where a minor character makes a speech about unity between the races.  Given the happy-go-lucky nature of the characters, this theme seems to be the most prevalent.  I can't complain, go Unity.  Go Peace.  But...again, I'm not thirteen.

If the cover weren't so groovy, I'd tell you to borrow a copy.  Want mine? 

Tuesday, June 8, 2010

The Briar King by Greg Keyes

Why did I pick this book up?  It was a series, plain and simple.  I saw that there were at least six novels by Keyes on the shelf.  Usually a good sign of staying power.  I've said it before and I'll say it again, anything that's reached a certain level of syndication has to have some aspect of quality.  This does mean that I'm liable to miss some good fiction, so please go ahead and point them out if I do.  I'm open to suggestion.  But I will say this.  When I find a fantasy realm I love--I want to live in it.  I want to immerse myself in it.  A phenomenal one book novel doesn't really allow for this, not because of any lack of quality, simply a lack of words.

But not all books made into series catch my interest.  When I was a teenager I read almost the entire DragonLance series.  I was in love with the characters established by Weiss and Hickman.  When those characters were co-opted by new authors, they still lived in my mind.  The quality was less true, and the Fifth of the Fantasy Five always fell short, but junkies will live on fumes when that's all they can get.

Let's get to it:

Characters:  The lead character in this novel is a gruff, ranger type, with a problem with commitment.  I can't say I really liked him, even when he softened up a bit and admitted that he cared for the leading lady.  One of the nice things about "The Coming of Age" cliche is that it allows a relatively bland character to grow over time.  But our Ranger, was pretty set in his ways.  Hardbitten characters can be fascinating, I was willing to give him a try.  He did seem to grow over the course of the book--but then again, I almost felt that he grew too quickly.  Unbelievably.  I could tell that Keyes was trying to give the characters depth.  None of them were simple, each had complicated motives for their actions.  But sometimes complex motivations aren't enough to create deep characters.  An empathic connection must be drawn to the reader.  And the only character I began to feel that connection with was killed off by the end of the book.

Cliche:  There isn't a central cliche to draw on.  The Briar King is one of those newer fantasy type novels that relies on a political environment that is supposed to modernize and enliven the drama.  One of the more interesting characters is the King, who has a mistress and an evil brother.  The evil brother is a cliche, and his character's motivations appear to be complex, but his evil is also of the benal sort.  One cliche the Briar King most definitely does NOT use, is a central villain.  There were many characters, in many dramas, and it wasn't clear, even by the end of the first novel who the real villain was.  That's not necessarily a problem, but leaving your reader confused is completely different from leaving your reader with compelling mysteries to contemplate.

Scope:  The Briar King's scope is difficult to ascertain.  There is evidence of a largish kingdom, with allies and opponents that are on the brink of war.  I like politics, but I've only really ever found one or two authors who do a good job of creating fantasy worlds with meaningful political disputes.  It's very easy to create nations.  It's very easy create wars and borders.  But only a really terrific writer can make those disputes come alive.  George R.R. Martin did a really great job with this in the Fire and Ice Series, magic and mystery come second in that world.  In The Briar King there's evidence of an ancient enemy, and other races, but the references to these mysteries are clumsy at best.  A personal pet peeve of mine is creating new races that look identical to races that exist in the minds of fantasy readers already.  What's the point?  An elf is an elf is an elf.  Calling him a Scregyar doesn't change the fact that he's an elf.  What are elves?  Thin, longlived, with point ears, and an affinity with nature.  That hasn't changed since Tolkien, nor has the archetype.  It's grown, it's contracted, but it remains essentially the same.  To be sure--the fantasy greats can create new races with impunity.  But amateurs and new authors have to be really careful.  Caveat:  I am in no way qualified to call Keyes an amateur.  My only credential is I read a lot and I know what I like.

Magic:  I'm not really clear what, if anything the magical system in The Briar King is, the ancient enemy, the Briar King, is sort of cool.  I mean the concept of a malignant force of nature is relatively unused in fantasy novels.  Usually the operative cliche is urbanization v. nature.  Ents have a long history in contemporary fantasy of being creatures of good intent, shepards of the forest.  Although, thinking back, the Ents were the good equivalent of the nasties who dwelt in the Fangorn forest of Middle Earth.  It reminds me of the Heidegger's concept of The Black Forest.  It's an old mythic concept that harkens back to an age that is completely inconceivable to the modern reader, a time when towns and cities were literally swallowed whole by vast swathes of dark wilderness.  The only thing man needs shelter from now is the cold, and other men--another perfect allegory for the Fire and Ice series.  In the first book of The Briar King, a priest like character shows a certain penchant for magical activities, but the system though described, isn't fleshed out entirely.  If the character were less weak and idiotic, I may have been intrigued enough to learn more about him in the next book.

Theme:  I could detect very little theme in this book, which was probably the ultimate reason for why I was turned off of the series.  Maybe Keyes hits his stride in the next book, but is it worth another inch on my crowded bookshelves, meh.  There are motifs of political intrigue, war with neighboring countries, betrayal and lust, good nature v. evil nature.  But to tell you the truth, no single one of those really commands the whole novel.  Compare that with a book like The Black Company, by Glen Cook.  I'm desperate to buy the next book--but it's 16 bucks!

Overall, I wasn't so interested in Keyes.  I'd like to give him another try.  The prolific nature of his works indicates that I'm missing something.  But I can't be bothered.  I don't want just another fantasy world, just another sword fight, or love affair.  I need to get sucked in like a dark whirlpool.  And despite having a great title, The Briar King, just didn't suck me.

heh.