Krondor: Tear of the Gods (Riftwar Legacy Series #3)

Krondor: Tear of the Gods (Riftwar Legacy Series #3)

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by Raymond E. Feist
     
 

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The vile sorcerer Sidi plans to strike the kingdom a fatal blow, setting the murderous pirate Bear upon the high seas in pursuit of the vessel that is transporting Midkemia's most holy object; the Tear of the Gods. From this miraculous stone all magic power is believed to flow. And if the Tear becomes the mage's trinket, the future will hold only terror, death and

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Overview

The vile sorcerer Sidi plans to strike the kingdom a fatal blow, setting the murderous pirate Bear upon the high seas in pursuit of the vessel that is transporting Midkemia's most holy object; the Tear of the Gods. From this miraculous stone all magic power is believed to flow. And if the Tear becomes the mage's trinket, the future will hold only terror, death and unending night. For Squire James, Lieutenant William, and the able magician Jazhara, the race is on to rescue the remarkable artifact. For all manner of dark creatures are gathering with one unspeakable purpose: to breed the chaos that will hasten the destruction of Squire James and his brave companions . . . and bring about the total corruption of the Tear of the Gods.

Editorial Reviews

Portland Oregonian
Feist brings a new world alive.
Sydney Morning Herald
Fine entertainment...An absorbing and carefully crafted adventure.
Chicago Sun-Times
Feist has a commmand of language and a natural talent for keeping the reader turning pages.
SF Site
Feist constantly amazes with his ability to create great casts of characters...Discover the marvels that he has put to paper.
Publishers Weekly - Publisher's Weekly
Book Three of the Riftwar Legacy gets off to a fast start, as pirates attack the ship Ishap's Dawn in order to steal the Tear of the Gods, a sacred magical gem being transported in the ship's hold. Bestseller Feist's latest action-adventure fantasy focuses on renewed trouble in Krondor, ruled by Prince Arutha, who's assisted by his loyal squires, William and James, and the new court mage, a Keshian sorceress named Jazhara. News of the Tear's disappearance comes on the heels of a seeming jailbreak, the destruction of the city's orphanage and the razing of a tavern connected with the Mockers, the city's official thieves guild. All seem linked to Bear, a crazed former pirate bent on recovering the Tear for himself and getting revenge on the partner who left him to drown in the wreck of Ishap's Dawn. Meanwhile Arutha's nemesis, the Crawler, is once again at work seeding the land with unrest and fear. James and Jazhara lead the investigation, moving from Krondor's sewers to the bleak cliffs of distant Haldon Head, overlooking the place where the Tear was lost and more than one ship has met its end. There they face an ancient evil with plans of its own for the Tear, and more than enough power to accomplish its desires. The latest chapter in the Krondor saga is sure to please Feist fans and win new ones among readers who crave Dungeons and Dragons-style fantasy adventure. Copyright 2001 Cahners Business Information.
Library Journal
When Krondor's enemies gain possession of the powerful stone known as the Tear of the Gods, Prince Arutha sends his loyal followers to recover it, knowing that he may be sending his friends to their deaths or worse. Based on the popular computer game set in his fantasy universe, Feist's latest tale of swords and sorcery features scenes of magical mayhem and swashbuckling battles and should appeal to the author's considerable readership. For most fantasy collections. Copyright 2001 Cahners Business Information.
Kirkus Reviews
More battles against the Nameless One: the third entry in Feist's latest fantasy series set in Midkemia (Krondor the Assassins, 1999, etc.) and similarly based on a computer game. Once again, a large cast of white hats—Prince Arutha of Krondor, Squire James, Lieutenant William, Jazhara the magician, etc.—clash with a bunch of black hats, including the mysterious Sidi, holder of an evil amulet, the huge pirate Bear, and the criminal Crawler. This episode's McGuffin is the holy and miraculous gemstone of the title. There's even an ending, sort of, though the overall struggle continues: perfect for series fans.

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Product Details

ISBN-13:
9780380795284
Publisher:
HarperCollins Publishers
Publication date:
06/04/2002
Series:
Riftwar Legacy Series, #3
Edition description:
Reprint
Pages:
384
Sales rank:
350,236
Product dimensions:
4.18(w) x 6.75(h) x 0.96(d)

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Read an Excerpt

Chapter One

Arrival

James hurried through the night.

As he moved purposefully across the courtyard of the Prince's palace in Krondor, he still felt the odd ache and twinge, reminders of his recent beating at the hands of the Nighthawks while he had been their captive. For the most part he was nearly back to his usual state of fitness. Despite that, he still felt the need for more sleep than usual, so of course, he had only just settled into a deep slumber when a page came knocking upon his door and informed James that the overdue caravan from Kesh had been sighted approaching the city. James had gotten up and dressed despite every fiber of his being demanding that he roll over in his warm bed and return to slumber.

Silently cursing the need to meet the arriving magician, he reached the outer gate where two guards stood their stations.

"Evening, gentlemen. All's well?"

The senior of the two guards, an old veteran named Crewson, saluted. "Quiet as the grave, Squire. Where're you bound at this ungodly hour?" He motioned for the other guard to open the gate so that James could leave the precinct of the palace.

Stiffing a yawn, James said, "The Prince's new mage has arrived from Stardock, and I've the dubious honor of meeting her at the North Gate."

The younger guard smiled in mock sympathy. "Ah, you've all the luck, Squire." He swung the gate wide to allow James to depart.

With a wry smile, James passed through the opening. "I'd rather have a good night"s sleep, but duty calls. Fare you well, gentlemen."

James picked up his pace, as he knew the caravanwould disband quickly upon arrival. He wasn't worried about the magician's safety, as the city guard would be augmented by caravan guards coming off duty, but he was concerned over the possible lapse in protocol should he not be there to greet her. While she might be only a distant relative of the Ambassador from Great Kesh to the Western Court, she was still a noble by rank, and relations between the Kingdom of the Isles and Great Kesh had never been what one might call tranquil. A good year was one in which there were three or fewer border skirmishes.

James decided to take a shortcut from the palace district to the North Gate, one that would require he pas's through a warehouse district behind the Merchants' Quarter. He knew the city as well as any living man, and had no concerns about getting lost, but when two figures detached themselves from the shadows as he rounded a corner, he cursed himself for a fool. The out-of-the-way route was unlikely to be host to many citizens abroad on lawful business at this time of night. And these two looked nothing like lawful citizens.

One carried a large billy club and had a long belt knife, while the other rested his hand easily upon a sword. The first wore a red leather vest while his companion wore a simple tunic and trousers. Both had sturdy boots on, and James instantly recognized them for what they were: common street thugs They were almost certainly freebooters, men not associated with the Mockers, the Guild of Thieves.

James pushed aside his self-recriminations for taking this shortcut, for the matter was now beyond changing.

The first man said, "Ah, what's the city coming to?"

The second nodded, moving to flank James should he try to run. "It's a sad state of affairs. Gentlemen of means, wanderin' the streets after midnight. What can they be thinking?"

Red-vest pointed his billy club at James and said, "He must be thinkin' his purse is just too heavy and be hopin' for a helpful pair like us to relieve him of it."

James let out a slow breath and calmly said, "Actually, I was thinking about the foolishness of men who don't recognize a dangerous mark when they see one." He drew his rapier slowly and moved the point to halfway between the two men, so that he would be able to parry an attack from either man.

"The only danger here is tryin' to cross us," said the second thug, drawing his sword and lashing out at James.

"I really don't have time for this," James said. He parried the blow easily and riposted. The swordsman barely pulled back in time to avoid being skewered like a holiday pig.

Red-vest pulled out his belt knife and swung his billy club, but James ducked aside and kicked out with his right leg, propelling the man into his companion. "You still have time to run away, my friends."

Red-vest grunted, recovered his balance, and rushed James, threatening with the billy club while holding his knife in position to do the real damage. James recognized the man's outrage -- this was no longer a simple mugging; these two men now meant to kill him. He ignored the billy club, dodging toward it rather than away, and sliced at the man's left wrist. The knife fell to the stones with a clatter.

While Red-vest howled in pain and fell back, his companion came rushing in, his sword cocked back over his shoulder. James danced backward for two steps, and as the man let fly with his wide swing -- designed to decapitate the young squire-- James leaned forward in a move he had learned from the Prince, his left hand touching the stones to aid his balance and his right hand extending out. The attacker's sword passed harmlessly over James's head and he ran onto the point of James's rapier. The man's eyes widened in shock and he came to an abrupt halt, looked down in disbelief, then collapsed to his knees. James pulled his sword point free and the man toppled over...

Krondor: Tear of the Gods. Copyright © by Raymond Feist. Reprinted by permission of HarperCollins Publishers, Inc. All rights reserved. Available now wherever books are sold.

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