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Led by Ganver, one of the great Eesties, Jinian and Peter study the Maze, where Lom's memories are stored. For a long time the Oracle faction of the Eesties has deliberately trod the paths of the planet's most painful memories. And without the Daylight Bell to ring, shadow gathers and is put to hurtful work. In the world outside, Huldra the Witch and Dedrina Deadeye search for vengeance for their losses at Jinian's hands, while trying to complete the grim tasks given them by the Giants of the Backless Throne.
Even though Ganver and the Maze have given Jinian needful clues, a daunting task awaits. Hudra must be defeated. The Tower rebuilt, the Bell recast, and then and only then can Lom begin to heal. But for all these things there are great prices. Many among the gamesmen will shed true tears as Jinian and the rest of her Seven gather power and bring this trilogy from Sheri Tepper's world of the True Game to its conclusion.
This is an amazing book in an amazing series. Tepper finally fills in the gaps in our knowledge of Lom's true nature. With each volume we believe again that the great battle is won and what we find is that there is always a ways to go. Now we are at an end and find again that something must always replace that which dies. Over the six volumes so far we have come to understand that underneath the little mysteries are greater ones. A wealth of meaning abides in the heart of this world, and Sheri Tepper knows how to share it.
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So anyways. Peter ends up going on an adventure like most fantasy books and he ends up having some unknown Talent. He finds the Gamesman of Barish. But I won't tell you anything more about what happens because that would spoil the book. You'll just have to read it to find out everything.
A good book, and it's not hard reading. I definitely recommend it.
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And so begins the second volume in Sheri Tepper's series about the lands of the True Game. Peter's travels will take him all over the map of the Lands of the True Game, and by the time he finds Mavin he will visit a city haunted by a ghost of the future, he will find friends in the shadows, and visit the shifty valley of Schlaizy Noithn. He will avoid an attempt to capture him. In the process, he will learn to work better with the game pieces of Barish as they provide him with needful talents for getting past the rough spots.
Mavin and Peter have a quest all their own, as they seek to solve the mystery of the disappearances. They find themselves embroiled in the strange workings of Magicians and Monsters. The prize is a better understanding of how Peter's world came to be and a sense of the scale of what the young shifter must hope to accomplish if he is to bring justice to the game.
Just when we were satisfied that Sheri Tepper was a promising fantasy writer. We discover that she has actually written a crossover novel where the Talents that make everything seem magical are true forces as well. This is fiercely intelligent and imaginative work, where even the most eccentric minor character is memorable. First you think the author has concocted everything out of whole cloth, and then you find that there is a convincing logical coherence that drives the events. Prepare to put this book down and immediately reach for its sequel,
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I actually was drawn to this [paperback] book by the cover, which was of a brown-eyed youth with fiery hair... It was one case where the illustrated hero's allure was well worth my time. [I also liked the name and legends of his discovered parent, who possesses a favorite Talent of mine.]
Foundling Peter has adventures which don't go under the heading of 'typical fantasy quest/journey'. You may shrug it off as a mere rite of passage; he learns a lot about himself, and others, as he goes along - no surprise to the average reader. Peter begins by being naive; as he learns, though, he doesn't completely slough off the many qualities that make you like and identify with him. But you may be surprised anyway, because his world is like no other before in the genre, and the society well matches it. I believe Roger Zelazny recommended the book [possibly all three of the first True Game trio], which also spurred me to enter the world of the True Game. I don't want to spoil any more, unless you've a weak stomach [in which case you might want to avoid the series as it progresses, or take it in doses].
If you read the other 8 books in the series [as it's 3 trilogies], you'll get to see people from different viewpoints. This is where you'd find Peter's tales are actually behind one trio and intermingled with the other. :> And I've been sorry for most Tepper readers that the True Game books went out-of-print and/or were eclipsed FAST by her other books. Starting with her beginnings definitely hooked me on her works. If you cannot find this one, the whole first [Peter] trilogy is now collected into The True Game.
I think the only author I could properly compare to Sheri S. Tepper would be Tanith Lee. Why? Well, if you're not afraid of being scared, having your thoughts disturbed, enjoy compelling imagery and characters, understanding different views and finding yourself taken to a place you may never have imagined... both do that to you.
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'Marianne, the Madame, and the Momentary Gods' is the sequel to 'Marianne, the Magus, and the Manticore,' which I read so long ago that I dare not attempt to remember it. But the heroine is Marianne, a young woman with surprising talents and assets that are coveted by Madame Tabiti Delubovoska, a very nasty witch who has a knack for catapulting her victims into bad places and doing away with anyone who gets in her way. When the Madame kills Marianne's parents and sets out after the young lady, Marianne escapes, and then doubles back on her history to try to set things right.
And this brings us to the current volume, in which Marianne reawakens as a child and starts to relive her live, this time with the assistance of the previous Marianne and 5 dog-like Momentary Gods, who just might control reality. The Madame's attempt on Marianne and her parents is foiled this time. However, Marianne, a bit upset at discovering there are two Marianne's in her head, rebels and sets out to live her own life. Unfortunately, this leaves her vulnerable, and the Madame traps her in a world where nothing stays the same and one needs a new map every day. The Momentary Gods and Makr Avehl (her former lover) come to her rescue, but is will be an intense struggle and a very close thing.
While the concepts that underlie the story are fairly complex, Tepper manages to avoid and gobbledygook in exercising our imaginations. The story is light and charming, perhaps a bit too much of an appetizer than anything else. Even so, the writer shows a talent for social satire in her depiction of the chaotic city. Tepper also makes sure that the reader understands that finding two minds in one body is no trivial thing. Although the story really should be read after it's predecessor, no harm was really done by my memory failure. Even after ten years this is a pleasing confection.
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Marianne is back after finding herself in Marianne the Magus and the Manticore (the first book in the series). She starts her life over again and is transported to a new world with strange rules. This time five helpers/dogs/gods go with her with unique abilities of their own. A girl once abused and withdrawn learns how to live, fight, and trust.
A person can get lost in the deep symbolism apparent in this complex, short novel. This book it can be equally enjoyed by tasting, and feeling the rich tapestry of colors, sights, and smells of this very intriguing book. To read this book is to experiance something totally unlike reality and totally enjoyable. Enjoy the ride.
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Wizard's Eleven sets out, perhaps more clearly than in the previous books, the world of the True Game, the society of Gamesmen, and the nature of Talents. Like most of Tepper's books, it also raises questions of law versus justice, the appropriate use of power, and the ethics of concealing one's gifts or nature. Recommended, but only after you've read at least King's Blood Four and Necromancer Nine.
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When Windlow's blue suddenly has a vision of Silkhands and Peter gone far to the north, the young shapechanger seizes the excuse and sets off to visit. No sooner are they on the road than an attack befalls them and Peter realizes that he has more to fear than just Huld. He and Chance survive the game and arrive in Xammer to the delight of Silkhands. When a minstrel sings the two of them a haunting song, both decide to head North, accompanying Jinian Footseer to her proposed husband. And Jinian is very, very special.
And so they are off, passing places with eerie names - Dindinaroo, Waeneye, and the Wastes of Bleer, encountering old friends and new, and some familiar enemies. Peter seems for ordained to bring about the changes that Mertyn and Himaggery dream of, but he must first face the places of bone and Huld's unending betrayal and evil.
There is a writer's urban legend that says that one of a trilogy is supposed to be worse than the others are. I am here to insist that with Sheri Tepper this is hardly the case. Not only is this first of the three trilogies composed of staves of equal strength, but also there is more to come for anyone so bespelled. Three times now I have read "King's Blood Four," "Necromancer's Nine," and "Wizard's Eleven" all in gulps because I can't make myself stop. Three times for three threes - I confess - I am charmed.
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Into this comes Mavin Manyshaped, flown across the sea on a quest for Handbright, her lost sister. When Maven left Danderbat Keep, she convinced her sister to flee as well. But, once free, Handbright took the shape of a bird and never really stopped flying. Now Mavin has found her a continent away. Gone mad, adopted by the Chasm folk as a messenger from the Boundless, and pregnant by a Birder priest who should have known better. Mavin enlists Beedie's help in keeping Handbright from further harm. Of course, Mavin is enlisted as well. This time to stop the Banders and find out what is killing the great roots. For the first time in a great while, humans descend to the bottom of the rift.
Sheri Tepper loves to tell tales that are quests within quests. When the first layer is solved then other layers are revealed, until the reader finally accepts that there are no real endings. Tepper isn't the only author to work this way, but she is one of the few that can maintain the level of inventiveness required to sustain a long effort. Mavin downplays her ability to shape-change in this volume so that the other characters that form her party can become real players rather than simply puppets. Beedie in particular is a character who could easily have stood all on her own, questioning and fiercely independent. This book represents a break from the True Game books, set on another continent with a whole variant ecology, proving there is nothing gimmicky about Tepper's skills.
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This is a fun, enjoyable, creative story, with a drip of tension part way through; a worthy addition to those in the series preceding it.
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Despite this, I found it difficult to read, and finished the story with a genuine sense of dislike. I would not describe this as a fairy-tale, or even a retelling in the pure sense of the word. I was left with two basic messages; one that beautiful people rarely have other desirable qualities, and the second that our world is increasingly devoid of magic and faery and, by extension, anything beautiful. And for me, the rest of the story is overshadowed and burdened by these rather-depressing ideas. I prefer to think that there is always beauty and magic in our world if we want to see it, and that it is just as real as the ugliness.
And perhaps, I was disappointed to find that a book entitled "Beauty" should contain so much cynicism and be as much about the slow decline of beauty as about those things which are beautiful.
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Oh, I guess to be fair, I agree with the person who said that Tepper uses religion to get out of situations. I guess I'll let the four stars stand after all. I still highly reccommend this book though
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This story takes place in three time frames. Stavia in the present, a woman and mother, forced to surrender her 15 year-old son to the warrior clan of men which claims most of the males of her society. Stavia in the far past, age 10, seeing her brother go to men's country and in the process, meeting a warrior of her own who makes her question everything she knows to be true. And last, Stavia as a young adult, compelled to break the rules of society for the warrior who has haunted her life.
There is a fourth portion of this book, a play which is enacted every year in "Women's County," a play which seems a bit obscure at first, but grows into a key to reveal all the books secrets.
My best advice is to read this book twice. I finished my first reading, turned back to page 1 and began again. The second time through, all the clues jumped out, screaming for notice. A lot of things I glossed over in the first reading became so VERY important. Most of all, the play takes on new meaning, revealing some things I would never have noticed without reading it a second time.
I give this my highest recommendation. Everyone should read this book!
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The women, too, are torn by indecision, and the women who are charged with making the hardest decisions, (for others as well as themselves), recognize their responsibility, and proceed with courage no matter the difficulties.
I have given this book to all five of my (very strong) daughters and have recommended it to many others, male as well as female. It is always well-regarded, and I have re-read it a dozen times,... always finding something new. The several surprises in the story continue to be a delight, even though they are now familiar to this reader.
Everything Sheri Tepper writes is engaging but The Gate to Women's Country is her best work.
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This was the first book of hers I read, and I give it four stars for getting me so hooked I read four more of her books within a week. I ditched the fifth star for making me so angry.
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All that aside I just thoroughly enjoyed the story itself and the characters and outcome. But this is not unusual for me as I find that I always love Sheri Tepper's books. If you do too, then you will like this one as well.
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Her 'message' is loud and clear - but for me a little too 'loud and clear'. Increasingly Tepper is getting a tad heavy-handed in this department. However, she is not getting any younger and perhaps she feels in a hurry to make her points. As her points are ones that need to be made, I for one, can forgive her. Long life and keep writing Sheri! You always produce fantastic, magical journeys that are full of wonderful surprises. I recomend Tepper's books wholeheartedly.
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List price: $6.99 (that's 50% off!)
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While the story was well crafted, I didn't like any of the characters and could not make an investment in their stories. The creativity and ingenuity of the plot may however be enough for other readers.
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Lom, the world, is depressed -- utterly distressed, to the point killing itself -- thanks in large part to humans who engage in great Games of mass destruction. Jinian and Peter search among the memories of Lom to learn why Lom is killing itself, and what they can do to stop the final destruction. In the process, they learn about the original inhabitants of the world before man arrived, and the truth about the Oracle whom Jinian has earlier encountered.
Jinian also learns about the blue crystals and some new rules of morality, that I don't quite agree with. Also, she falls into the trap that she implicitly argued against earlier on: at one point, she was compell! ed in the worse possible way, in that she thought she was doing something (ie running the roads and delivering the messages as an Eesty) solely because she wanted to. In reality, she was compelled to want to do it.
In all three stories, Jinian is not the perfect heroin that she (and the author) thinks she is. On a number of occasions, she causes death and destruction with little concern. Likewise, I don't see the Oracle as the ultimate evil being. On the one hand, the Oracle was pretty much all talk and no act; it only motivated others to act. On the other hand, it seems that the Oracle, in forming the Brotherhood, hiding the crystals, destroying the Bell, was simply following the "Lesson of Chimmerdong" which is apparently that you have to do SOMETHING when there's a major problem. The humans were destroying pretty much everything good and beautiful, and Lom and the older Eesties more or less accepted and encouraged it. The Oracle tried to solve the prob! lem in its way, and wound up making things worse.