Krondor: Tear of the Gods
Eos, March, 2001.
Hardcover, 384 pages.
The powerful and evil sorcerer Sidi has an ambitious plan to destroy the kingdom of Midkemia. Sidi sends his servant, the pirate Bear, to steal the Tear of the Gods, a mysterious and holy object which is the source of all of the magic in the world. The Tear is guarded by a holy order of warrior priests, but Bear and his cutthroats have magic of their own provided by Sidi. With the Tear in the hands of Sidi, the world will become a place of darkness and evil, and the voices of the Gods will be silenced. Prince Arutha sends his most trusted men on a mission to find the Tear and return it to its rightful place. Squire James and Lieutenant William are joined by the new court mage, the powerful and beautiful magician, Jazhara. The companions will meet assassins, monsters, evil magic and even a few friends in their quest, which takes them from the sewers of Krondor to the seaside city of Haldon Head to the underground cavern which is the source of a malevolent presence which is slowly destroying the surrounding countryside.
This is the third book in the popular RiftWar Legacy series set in the fantasy world of Midkemia, after Krondor: The Betrayal and Krondor: The Assassins. In this outing, Squire James has some new and useful companions, not the least of which is the mage Jazhara. Jazhara is as skilled a fighter as she is a magician, and her quick wit and skill make her a welcome addition to the tale. Feist excels at creating believable characters and exciting action scenes, and Tear of the Gods is no exception to this rule. Tear of the Gods is classic Raymond Feist: exciting, ingenious and altogether absorbing.
--Claire E. White
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This review was published in the May, 2001 of The Internet Writing Journal.
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