Quest for Heroes #2
Angry Robot; August 9, 2022
379 pages (paperback)
8 / 10 ✪
I was kindly granted an advance copy in exchange for an honest review. Many, many thanks to Angry Robot for sending me a lovely physical ARC, even after the first two got lost in the mail (and I told them not to worry about it)! It was so very nice of them. They are quite nice people, after all! Um and… all opinions are my own.
Kell Kresia, two time Hero of the Four Kingdoms, King of Algany, most famous man alive—is trapped. Trapped in a grand design as the “king” of one of the four kingdoms, a position he fills mostly as a figurehead. Trapped in a loveless marriage, his wife Sigrid was born to rule but for the nature of being a woman, something she has never forgiven the world for. Trapped and surrounded by people and fame, he can’t find any alone time or anonymity among the commonfolk.
So when his old friend Willow shows up requesting for her homeland, Kell can’t wait to leave.
But this isn’t something as simple as a quest north to defeat the Ice Lich. The land of the Alfár is remote and hidden—somewhere humans have rarely tread. More importantly, it is a land out of time; both literally and figuratively, as the passage of time moves differently in this realm, meaning that for every week that passes within, a year or more might pass in the outside world. Then there is the Malice, the strange and terrible affliction that poisons the land.
Meanwhile life in the Four Kingdoms goes on, with Sigrid (and her infant son) ruling alone. Day to day politicking aside, the continent inches ever closer to war, divided on the worship of the Shepherd, the religion that one Reverend Mother Britak would use to create a theocracy. Despite its very nature being based on a lie, the faith continues to push into Algany, its devotees purging any other beliefs in their way. And without Kell’s legend to dissuade her, there may be nothing holding Britak back from the future she desires. Nothing but Sigrid.
Only upon reaching the Alfár homeland of Gilial do Kell and his party realize just how far gone the place truly is. The trees have withered and died, or turned to monsters of bark and branch. The animals have become mindless beasts only sated by blood and meat. The other races of Gilial have fallen into ruin, and are only rumored to exist in any form. While the Alfár are just a shadow of their former glory—a dying, infected species, day by day more and more fall victim to the Malice.
There exists a plan to save Gilial but it is dark and desperate, despicable and deranged. Willow seeks to stop it, something which Kell and his companions—members of his personal guard: Odd, a loner harboring a terrible secret; and Yarra, harboring deep regret—are instrumental to, as humans may resist the Malice better than their Alfár counterparts.
Only upon seeing the state of the land they might wonder—how could the cure possible be any worse than the affliction?
For it to be precious, life has to end. If I live forever and do nothing, then what was the point?
While the first quest broke Kell, the second made him whole. What will this third one do?
Well, at least he won’t have to face the Ice Lich. Or WILL he?
No. He won’t. Instead he’ll face a world unseen by most of humanity, full of vibrant locales and ruined cities and creatures never seen before—all corrupted by the Malice’s influence. It was quite the tale, one that left me wanting to see more of this new world, yearning to see it before it had been devastated by the Malice. What we see in the Warrior is a world laid to waste. Oh, to see it before!
But anyway, the story is a good one. Kell’s is, at least. Full of twists and turns. Challenge and peril. A land full of surprise and opportunity. The story winds its way through this strange land, eventually leading to the heart of the Malice—and to the big reveal. As big reveals go, this may not have been anything game-changing, but it was at least interesting. And the conclusion and aftermath more than make up for any letdown in the mystery department.
The issue I have is not with Kell’s story, but Sigrid’s. Even in the first few pages of her first chapter, you knew where it was going to lead. Well, you knew where Kell’s was leading too. But where Kell’s was interesting, immersive, and exciting throughout—and even sprinkled with a seed of doubt—Sigrid’s only started this way. But at the 3/4 mark, it takes a turn. Everything afterwards seems like a foregone conclusion.
While a great tale and quest, the Warrior ain’t exactly innovative. It’s strongly reminiscent of the Lord of the Rings, albeit an abbreviated, poor man’s version. It’s entertaining, sure; almost everything that it does, this book does well (excluding, of course, the conclusion at home). It isn’t a retelling of LotR, or a fanfic, although the quest is rife with similarities. That said, there’s nothing wrong with doing a little LotR impersonation every now and then. Impression is the highest form of flattery. And LotR is (no matter your opinion on it) the most popular fantasy tale. It would be impossible not to draw similarities between the two. And that’s okay. Because it’s not a clone, a rip-off, or a retelling. The Warrior tells an amazing story with just a little bit of a letdown towards the end.
The Warrior isn’t a game-changer. It tells of a quest—a fellowship, if you will—through a land devastated and barren, to reach some peril at the end and vanquish it. I mean, just stop me here if this reminds you of anything. Or just keep reading. Because while the initial plot is hardly innovative, once you get into it it’s sure immersive. A plague destroying a previously forgotten land. A race against time. A legend with nothing to prove, hunting the Malice that threatens his friends. A new world to explore. An old world to remember. I mean, it’s all quite good. And a worthy conclusion to a fabulous duology!