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Shan Lantee is very much a Norton young adult hero. Reared in the Dumps of Tyr, he fought his way into a laboring position as a caretaker for a pair mutant wolverines used by Survey in exploring the planet of Warlock. This precarious toe-hold on respectability was threatened by the malice of Garth Thorvald, a young cadet. However, Garth's malicious action in releasing the wolverines led to Lantee being absent from the camp hunting them when the insect like Throgs (aliens with whom the Terrans cannot find common meeting ground and so they fight a war of running skirmishes) attacked and destroyed it.
Heading away from the camp, Lantee chances upon a downed space ship and meets up with Garth's older brother, who had been off world an effort to slow down colonization of Warlock.
The two begin a fantastic adventure as they cross the vividly described countryside, pulled by a compulsion that cannot be explained, while dodging Throgs and natural threats.
This books definitely bears reading and rereading. I may like it even more now, than it did nearly forty years ago.
Shann Lantee is left stranded on the alien world of Warlock after the Survey camp of which he was the lowest member is wiped out in an attack by the Throgs, beetle like beings so alien no one has figured out how to have any intelligent discourse with. From this fairly stock beginning this book quickly progresses from learning how to survive under harsh conditions while being chased by the Throgs to an investigation of the power of dreams and the value of being able to distinguish between real and unreal when Shann meets the Wyverns.
The Wyverns, the semi-aquatic native race, are masters of the illusion, the dream made real, delvers into the pre-ordained while maintaining the right of individuals to choose their actions. Some of the images Norton paints in describing these people and the tests they impose on Shann have remarkable staying power, haunting and fittingly alien. Norton's thematic points here on the role of fate, individual drive and determination, and the possibility of there being truly intelligent beings that we will never be able to communicate with are all well drawn, never starkly thrown at the reader, but developed naturally from the events of the story. It is these images combined with her strong thematic points that elevate this book well beyond the standard young-man adventure story, though it is also a very good example of that type of page-turning story.
Norton's prose is pretty utilitarian, not scaling the walls of the unforgettable line, but at the same time managing to paint a very coherent picture of her scenes, characters, and concepts. This makes this book both readable and understandable to a wide range of audience ages, from early teen to adult. At the same time, the 'science' here is pretty soft, mainly techno-babble words and concepts that allow her to set the environment for her story, which she acknowledges at one point by referring the Wyvern technology as 'effectively magic'. This is not really a detriment, as the science is definitely secondary to her story of different kinds of people, human or not.
A fine adventure, a compelling look at fate and dreams, an outstanding vision of intelligence in many different forms.
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This was one of the books I was thinking about when I wrote her. The hero has great physical strength, but feels as though he lacks the mental swiftness and physical grace to fit into the world of his father. He flees using a stolen travel tape and ends up on Mimir where he must find the courage and wits to survive and foil a villainous plot.
On one level a simple adventure story, on another a story that most adolescents, who can't seem to fit in their changing bodies, can identify with. This Norton's juvenile stories at their best.
We also get -
*a cold wintry planet with a Forerunner-like mystery
*one of the friendliest and most interesting of Norton's Zacathan characters [a wise, peaceful lizard-evolved race (in sharp contrast to most authors' intelligent-lizards-are-savage depictions (although see Norton's *Eye of the Monster*)]
*a hidden, "furry" race
*Norton's trademarked handling of telepathy, with her concept since copied by many other authors
*and a plot that , while a classic hero's journey, has many particular 'vignettes' that have also been copied since - including by Norton herself - but rarely as well done.
All in all, my sentimental favorite of early Nortons, and still fondly remembered.
-Brooks A Rowlett
But what happens when the child of such a union isn't suited to the life of a Scout?
Diskan Fentress was rejected as mentally unsuitable for Scout training; his size and great strength mark him as a throwback. Since his mother's death in childbirth and his father's disappearance in space left him in state custody, he wound up assigned to manual labor - until the day Renfry Fentress reappeared. Renfry had found a new civilization, and even a wife among his adopted people - but knowing that they could not have children, he sought out his son.
But Diskan, despite - or because of - the endless patience, charm, and tact of his father's adopted people, is utterly alone among strangers, marked by clumsiness, his great size and strength, and inability to express himself. Anyone who has ever felt like an outsider will appreciate how his isolation is drawn here - and will understand why he gives in to temptation.
Fleeing from an embarrassing scene of (accidentally) shattered artwork, Diskan hides in Renfry's study - and steals a voyage tape for Mimir, a world marked as only partially explored and having some mystery about it. His journey in a stolen spaceship brings him into contact with a Zacathan archeologist, the Guild, and the ruins of an alien civilization. Or are they really ruins - could Mimir still be inhabited?
The saurian Zacathans, historians of the galaxy, are mentioned throughout the books set in this universe, but this is one of their (to date) few appearances as actual characters. The Guild - the criminal underworld - appears in many books, as do many Forerunner civilizations. If you're interested in books wherein the Guild plays a major role, try _The Zero Stone_ or _Forerunner Foray_. For another story of someone rejected from Scout training, try _Dread Companion_ (the daughter of a Scout, rejected for reasons different from Diskan's).
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One day, the first officer of a spaceliner brought in a ring with a dull stone that was found in interstellar space, far from any star, on the finger of a spacesuited corpse. The crude stone is plain and cloudy, but has a remarkable hardness. The stone gives an impression of great power to Hywel and Murdoc, but not to the rest of the family. Hywel is obsessed with the stone and arranges an apprenticeship for Murdoc with Vondar Ustle, a master gemologist who searches for new sources of precious stones, so that Murdoc can search for more information on the ring and stone. Hywel is well satisfied with his life as apprentice to Vondar and, when he returns for a visit, finds that he no longer fits into his family. One evening, Hywel stays home to conduct some business while the rest of the family goes to a party. Leaving the party earlier, Murdoc returns home to find his father tied to his chair, bloody and dead. Murdoc takes the ring and stone from its hiding place and leaves his home forever.
In this novel, Murdoc and Vondar have come to Koonga City on Tanth searching for gems. They are dining in a taproom when the Green Robes, native priests, enter, spin their selection wheel to point between Murdoc and Vondar, and try to take both men. Murdoc kills one priest, fights his way clear, and then finds sanctuary with the priests of Noskald. These priests arrange for a Free Trader, the Vestris, to take Murdoc off-world. The crew treats him in a distant, but civil manner, but his only companion is the ship's cat, Valcyr. When the ship sets down on a primitive planet, Valcyr accompanies Murdoc as he explores the area. When Murdoc finds some bits of a curiously dull black substance that forms an extremely hard but fuzzy oval, Valcyr takes the largest specimen and starts to lick it. Murdoc tries to take it away from her, but gets clawed for his efforts. When a crewman tries to get the specimen, Valcyr runs off with it and hides. Murdoc and the crewman find her again, but she then swallows it.
When they return to the ship, the Medico tests Valcyr and the specimens; he determines that the black ovals are alive at a low level as if hibernating and that Valcyr is now pregnant. Since there is a possibility that Valcyr is not carrying ordinary kittens, she is locked in a cage within the sick bay. About four weeks later, she disappears from the cage and is next seen in Murdoc's cabin with a newborn animal, Eet, that is not a kitten. And then Murdoc finds himself covered with purple blotches and feeling feverish. At this point, Murdoc and Eet leave the Vestris, Murdoc in a spacesuit and Eet in a clear-sided box, to escape the plague-fearing, frantic crew.
This novel has some of the signature characteristics of the author's space adventure tales, including the outcast Murdoc, the telepathic Eet, and alien artifacts. However, this story is one of the wanderlust kind, much like Star Man's Son and the Solar Queen series, where the hero/heroine goes on to discover new adventures.
The creature Eet is rather unique in the author's space adventures, having a human level of intelligence, yet possessing an animal body. Eet combines the friendly alien, symbiotic animal, and mutated talents aspects of these tales, all in one body, sort of a highly evolved version of the meerkats in The Beast Master.
While this story is not one of my favorites, it still provides the same high level of storycraft one expects of the author. The characters are interesting but not as enthralling as some of the other tales. The relationship between Murdoc and Eet is not clear, but one feels as if Eet is much superior to Murdoc, yet is handicapped by his inadequate body. Is Murdoc a pet to Eet?
Recommended for Norton fans and anyone who enjoys space adventures involving a young hero and a mysterious alien.
Norton's vision of a universe awash in ancient, eerie alien rubble, and her vivid planetscapes, are incomparably haunting.
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This story of a future Earth is a bit scary for young readers, but is very haunting and thought provoking for more mature kids. This story is one that many adults would do well to read as well. It may very well be our own future!!
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The Lowery children -- Greg, Eric, and Sara -- are staying at Tern Manor with their Uncle Mac while their father and mother are in Japan. Sara wins a picnic basket at the Firemen's Strawberry Festival and the children decide to put it to use. The next day they pack a picnic lunch and search for a lost lake. After winding and crawling through the underbrush, they find the lake and, on as island in the middle of it, they also discover a miniature castle.
Although the doorway has been blocked with masonry, they are able to gain entrance by chipping away the mortar. Once within the castle, they are surrounded by a gray mist and, eventually, they find themselves somewhere else. After a brief exploration, they determine that they could not be on the island and are far from any place familiar. Opening the picnic backet, they start to eat while discussing the strange events, whereupon an unexpected guest shows up for lunch.
The young man introduces himself as Huon of the Horn, the Warden of the West. He also tells them of the Warden of the East, Arthur. He informs them that they are in Avalon and tells them of the three lost objects: Excalibur, his Horn, and the ring of Merlin Ambrosius. Since they have been admitted through the Gate of the Fox, he explains, they must be in Avalon for a purpose. When questioned about his knife, he states that it is dwarf silver because the natives of Avalon cannot handle iron without harm.
Huon takes them to Caer Siddi, where they meet Merlin. There they discover that evil has moved deep within Avalon and that the situation is very bad. Moreover, they are told that events in Avalon are mirrored in their own world. Merlin asks them to use their power of iron to retrieve the lost tokens and, when they agree, conducts them to a magic mirror, where they each take a stainless steel implement from the picnic basket and pass through to separate locales.
This novel is a story of courage and perseverence, with each child facing and overcoming their special fears. It has brave people and magical animals, both good and evil, including a very wise fox.
Recommended for all Norton fans and any child who loves animals, magic, and brave heros and heroines.
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If the sentence above means anything to you then settle back, you are going to love Forerunner Foray. If it sounds like so much gobbilty gook then you are in a for a bigger treat-- welcome to the far future world of Andre Norton.
Humanity has spread out to the stars like fluff blown from a dandelion head. Terrans have met alien races, been exposed to alien suns, and mutated until it is hard to say what the original stock was.
Ziantha, the heroine of Forerunner Foray, is Terran to the eye, but she has a wild talent that makes her both feared and valued. She has psychic abilities that first draw her to a chance seen artifact in a room where she is engaged in some highly illegal activity. Unable to forget the item, she later aports it from the apartment with the aid of an alien "pet", kept by Ziantha's employer, much as Ziantha herself is kept. This release of power is noted by a prowling sensitive.
This event is noted by Lady Yasa's superiors and she is warned to disappear for a while. This fits in very well with the Salariki's own plans for Ziantha.
This book gives a closer look at the underworld of the future, including the mysterious Waystar, an outlaw hideout. There is also an interesting adventure story as Ziantha and her puruser are drawn into the past of the source of the Forerunner artifact.
There are some darker themes played out in this story but it's also good space opera and better than average Norton, which is very good indeed.
"Forerunner" is a term used to refer to long-dead civilizations, where 'long' is measured in millions of years rather than millenia. Forerunner artifacts are sometimes of immense value, particularly examples of technology that outstrip that of the current galactic civilization. In this universe, archeologists have to compete not only with legitimate government agencies over custody of their finds, but with the Guild, that shadowy, loose organization of the Galaxy's criminals.
The evening our story begins, Ziantha, a Guild Esper, ventures into the office of one of the many power-brokers who reside on the pleasure-planet Korwar. She's not there even to touch any of the valuable artwork - just to use her talent to identify specific computer memory cubes in his safe, and to copy their contents into her own memory without touching them, or leaving any trace. But while her defenses are down for the transfer, she is drawn to one of the artifacts - the ugly lump of rock on the coffee table, which is more than it seems.
Ziantha's superior, the Lady Yasa, organizes an expedition to trace the artifact back to its origins, during which Ziantha is drawn into its past.
This book provides a different view of life on Korwar (the starting point for several of Norton's science fiction novels), more Forerunner civilization(s), and a closer look at the Guild.
Some background information, for flavor: Korwar's capital city, during the Council/Confederation war mentioned in other books (e.g. _Dark Piper_) was the site of a refugee camp. After the war, those whose worlds had been destroyed (or traded away over the peace table), were trapped there, so it became the Dipple, a huge slum blighting the otherwise serene face of Korwar. Troy Horan (_Catseye_) and Niall Renfro (_Judgement on Janus_) were of the first generation, brought there as refugee children; Ziantha is of the next generation, born there.
Ziantha's superior, Lady Yasa, is an example of the interesting supporting cast. She identified Ziantha, then a street child on begging detail, as a potential sensitive, and rescued her from the Dipple. One of the few high-ranking females in the Guild, she operates behind a respectable (and quite real) cover as the operator of a powerful Salariki trading firm. (Did I mention that Yasa is a feline Salarika rather than a human? :) Aliens have crooks too. Equal opportunity organization, the Guild.)
If you like this sidelight on the Guild, you might want to try _The Zero Stone_, whose protagonist is the son of a respected Guild fence and appraiser.
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In this novel, Shann Lantee has joined the Survey team as contract labor from the Dumps of Tyr, performing the dirty, tedious clean-up jobs and the dull maintenance routines. Yet one of these jobs is the care and feeding of the mutant wolverines, which soon becomes an act of friendship rather than a chore. While the wolverines return this friendship, they are mischievous and cunning, enjoying an occasional outing without formal permission. During one such escape, Shann and the wolverines witness the Tharg attack that overruns the camp. As the only known survivors, Shann immediately increases the distance between themselves and the camp.
As they travel, Shann comes across a downed Terran scoutship being harried by Tharg flyers, but the Tharg weapons set off an explosion that destroys one of the Tharg vessels and drives the other Tharg flyer from the scene. Shann investigates the crashed flyer and is fired on and pinned down by a survivor, but then a rock smashes the Tharg's head from above, thrown by Ragnar Thorvald, leader of the Survey team. Thorvald has been off-world on Survey business and was returning for the arrival of the settler ship, but their hail of the camp was not answered except by the Tharg flyers. The scoutship had been damaged during the fight and the pilot killed, so Thorvald sets an explosive surprise for the Tharg and abandons ship.
When Thorvald recognizes Shann, he immediately asks about the camp and receives little good news. However, he realizes that the Tharg have probably left many Survey items within the camp, since they are no use to the aliens, and then conceives a plan to raid the camp disguised as natives, thereby concealing the presence of Terran survivors. Thorvald and Shann prepare primitive tools and weapons for the attack to add authenticity to the subterfuge. They use bolos, fireballs, stink bombs and spears to kill a few Thargs and create a diversion while Thorvald gathers items from the camp, then they escape on a raft.
Thorvald has noted a "hound" within the camp and suspects trouble. Later, they discover that the alien animal is following their trail and that they can neither evade it nor even kill it with any weapon at their disposal.
In the journey downriver, Thorvald finally admits to Shann why they are heading toward the sea. Thorvald possesses a curious bone-like medallion with hypnotic carvings that has been found on a sea island beach. The object was very unlikely to be Tharg work, so possibly Warlock holds, or once held, a native race living somewhere near the sea. When Thorvald allows a few drops of water to fall on the object in his hand, he looks dazed and acts like he is mind-controlled.
As they float downriver, both Thorvald and Shann have weird dreams about skull mounts and veiled caverns. The first-in scout also had such dreams, which sometimes coincided with an "emanation" registering on certain instruments. They speculate that the river water may have conducted the dreams to them from the sea.
When they reach the sea, the dreams are even stronger. Thorvald is now obsessed with finding the things or persons who are projecting the dream. Then Thorvald apparently succumbs to the lure of these dreams, paddling their canoe away while Shann is asleep on the beach. Shann tries to build another craft, but destroys it later as he sleeps. The dreamers seemly want to remain unfound.
This novel has the signature characteristics of early Norton stories: a courageous young person coping with adversity on his own, with aliens and animals as well as telepathy and other psionic powers. It also displays another signature personality trait: perseverance to the point of obstinacy.
Storm Over Warlock is recommended for all Andre Norton fans and anyone who likes stories about young people, friendly animals, and even somewhat friendly aliens, successfully coping with a hostile environment and even more hostile sentients.