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Juliet McKenna has been interested in fantasy stories since childhood, from Winnie the Pooh to The Iliad. An abiding fascination with other worlds and their peoples played its part in her subsequently reading Classics at St. Hilda's College, Oxford. After combining bookselling and motherhood for a couple of years, she now fits in her writing around her family and visa versa.She lives with her husband and children in West Oxfordshire, England. The Gambler's Fortune is Juliet Mckenna's third novel, following The Swordsman's Oath and The Thief's Gamble.
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While the Emperor's decisions do not please everybody, D'Alsennin has gained the most from them and Tor Bezaemar has profited very little if any. D'Olbriot lost its monopoly, but still has very good relations with D'Alsennin. Sieur D'Olbriot, however, has released Ryshad from his service, citing conflicting loyalties, yet bestowed a generous parting gift in gold coin and promised an excellent recommendation.
In this novel, Ryshad and Livak have sailed to Kellarin and joined the colony. Ryshad is acting as steward to the Sieur D'Alsennin and Livak has been keeping busy with various activities. She is thinking of becoming a wine merchant, using her contacts in Tormalin and elsewhere to ship the merchandise to her.
Unfortunately, shipping has become a problem. When the first ship of the season fails to appear on time, the settlers are worried. But when Guinalle receives a sending from Parrail indicating that his ship has been captured, the Kellarin leadership soon looks for the problem and discovers that pirates on Suthyfer are intercepting ships coming to Kellarin. An expedition is formed to clear the islands of pirates and release the captives.
In this story, the expedition leadership finds that the pirates have magical assistance from Elietimm adepts. Once again, Ryshad, Livak and their friends are facing the hostile magic of the Ice Islanders. They decide that it is time to confront these enemies on their own soil.
This is the final volume in the Tales of Einarinn series. However, this world has room for other stories, past or future, and such would surely delight the readership. Let us hope that the author hasn't totally abandoned this world.
Highly recommended for McKenna fans and for anyone else who enjoys tales of various forms of magics in conflict, as well some desperate blade work.
-Arthur W. Jordin
Gambler and thief Livak, who opened the series and established much of its tone, also closes it out as first-person narrator in Edge. She and lover Ryshad have spent a quiet winter setting up housekeeping in Kellarin, where Ryshad serves as advisor to young Sieur Temar D'Alsennin and generally makes himself indispensable. Now, spring planting and construction activities are turning Livak's thoughts toward what kind of future the still-struggling colony might offer someone with her rather unconventional skills and interests. She has a few ideas, and they definitely don't include making a career of keeping house. Before she can put her plans in motion, however, a new crisis besets the colony: piracy.
Kellarin's survival depends on a regular exchange of goods and supplies with the Empire. Occupying a mid-ocean island base, pirate leader Muredarch has blocked that vital flow of trade. Wiping out the base to remove the block is easier said than done. Temar won't risk Kellarin's independence by asking any of the Empire's noble Houses for aid, and Archmage Planir decides that Hadrumal's wizards should sit this one out. With help from Livak's old mercenary friends and a few independent-minded Hadrumalians, the colony mounts its own small but determined campaign.
During a preliminary sortie, the Kellarins learn that Muredarch's success is due in part to Elietimm magic. His secret backer is the same vicious Ice Islander who's been plaguing the Empire and Kellarin for more than two years. Not a threat the colonists can counter by force, but a hand-picked assassination team just might do the trick.
This book seems rushed compared to the first four; it could easily have been spun into at least one more installment if McKenna had given it her usual treatment. Edge spends less time than its predecessors on vibrant place and character sketches; reader opinion may split over whether that's good or bad, but it's certainly noticeable. Pacing and plotting are also less carefully managed than in earlier books, twin weaknesses apparent in both the big picture and the little details: the foundation for, or follow-through of, storyline elements is often inadequate. Finally, there are too many secondary narrative voices without enough overall continuity.
On the plus side, the physical action in Edge is vigorous and creative. Magic is back in all three flavors: the colonists' ancient Artifice, its Elietimm variant, and the newer magecraft of Hadrumal. McKenna's decision to avoid a too-pat ending is typical of the fresh fantasy perspective that's helped make the series so entertaining. The Assassin's Edge could have been better, but a writer of McKenna's wit and talent can afford a few slips without coming anywhere near a bad tumble.
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