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We find Tempus and the Stepsons abandoning the war torn city of Sanctuary (can you believe the irony of the name?) as vicious rivalries emerge from the rubble. The fate of the city hangs in the balance as the struggle for power lurches on.
So come join this city of outlaws and adventurers in a world of war and wizardry, peopled with colorful characters created by a legion of today's top fantasy adventure writers: Lynn Abbey, Robert Asprin, John Brunner, David Drake, Janet Morris, Andrew Offutt, Mark Perry and more.
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The stories are varied in style and scope, ranging from the visually stunning "Colors" which tells the epic tale of Timmorn and his struggle to reconcile his elfin and wolf heritage, to the whimsical and innocent "At the Oak's Root" which tells of a young Tanner and his misfit "wolf"-friend who is not a wolf at all.
Taken together the stories serve as an engaging glimpse at the legendary Ten Chiefs. Newcomers to ElfQuest should probably save this collection for last, as the stories assume that the reader comes to them with a full and comfortable command of World of Two Moons and its inhabitants.
In these episodes published here the storytelling is always of quality, and two of the tales - "Colors" (issue 1) and "The Broken Circle" (issues 10-11) are among the most memorable and significant in the series. "Colors" is the visual version of Richard Pini's tale about the struggle of the half-wolf Timmorn, the first Wolfrider chieftain, to reconcile the elfin and lupine sides of his soul. The difficulty of illustrating states of mind is handled beautifully here; profound as the prose is, the drawing is even more eloquent, particularly in the last few pages. Even the coloring-work, though reprinted only in black-and-white, yet adds to the total effect (a pleasant surprise in almost all the issues here is the graceful transfer of these originally colorized drawings). No issue in BoTC was less than solid, but this debut issue remains the best of the series.
Other stories include another carryover from the novels, "The Phantom of the Berry Patch" - a tale about the young Bearclaw (the father of Cutter); the grim, disturbing "Swift-Spear", an account of Two-Spear's madness and his resulting campaign against the humans; and the last story in this volume, "The Broken Circle", about young Skywise's discovery of a great relic of the High Ones, ancestors of the elves - and the havoc it wreaks with him and his tribe. Drawn in a completely different style from that of "Colors", it too is ambitious, far-reaching and thought-provoking - with a more unsettling conclusion.
The series - and this book - are, by design, a literary and artistic grab-bag, with contributions from several different artists, but the level of inspiration is high all around; about the only flaw is a certain blockiness of pencil-work in two of the stories ("Swift-Spear" admittedly being one of those two). As I have said, the art has transferred very well to this lower-price format (not always the case with other volumes in the EQ Reader's Collection).
To summarize: if the "Blood of Ten Chiefs" book had been a mere history of a tribe of elves, it would have been much less interesting. But because it focuses on the major events in the chiefs' lives - and, through them, illuminates their characters and times - these stories will bear repeated reading. Recommended.
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What I read I liked. My only thing with the book is that it is exactly that...a bunch of short stories that take place in the same universe(I kinda knew this from the start but didnt' really think much of it till I was 2/3rds of the way through).
In my opinion if there were reoccuring characters (if there were I don't remember seeing them) then that would have been more enjoyable to me.
As the first attempt at a new genre this book is good. Alas, few people used each other's characters, but that was corrected by book two when the concept had come together better. MZB introduced a character that later appeared in another Shared World (kind of violating the premise of both series) which later had its own book (collecting and adding to the short stories about it).
After burning out around book 10 (but struggling on to book 12) the series bunt out, but it seems that Lynn Abbey (ex-wife of teh founding editor) has restarted it - so this book can serve as a base line for the new series.
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The pace is slow, almost dogged. Instead of reading like a light farce, it carries like a mediocre detective novel. The are numerous "goofs" where the characters are knowing or doing something they didn't do when placed in the Myth timeline between books 3 and 4.
I still recommend the book to those who want a complete set of the series, but as a first look into Skeeve's world it lacks the spring and liveliness of the rest of the series. If this your first look into Myth, I'd recommend Myth Adventures One, then Two and Three and read this last.
The only real issue I have with this novel is that Asprin never really seems to nail his characters as they were established in the past. Skeeve comes off as being a bit too assertive and sure of himself, when at this point in the series he was still just learning magic and the ways of the world. Aahz and Tananda never really come through with the personalities they once had. Tananda especially just seems to be along for the ride.
Overall this is a fun return to the world of the MYTH series. It's a light, quick read and I recommend it to any fans of Robert Asprin or followers of the MYTH series.