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David B. Coe

1963-
Reviewed by Thomas M. Wagner
and Sarah Chorn
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David B. Coe fantasy author award winning review
David B. Coe
received the William L. Crawford Memorial Fantasy Award for best new work in fantasy in 1999. Read sample chapters of his novels at David B Coe's website.






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The LonTobyn Chronicle — (1997-2000) Publisher: In the idyllic land of Tobyn-Ser, a realm of lofty mountains, rolling plains, and deep, verdant forests, the comforts of a pastoral life are giving way suddenly to fear and uncertainty. For a thousand years, the Children of Amarid, mages and masters whose power flows from psychic connections to birds of prey, have guarded the land. Now, however, it seems that the mages have abandoned their oaths to serve Tobyn-Ser, bringing chaos to the land and shaking the peoples' faith in the mages and their Order. Are there renegades in the Order? Has the spirit of Theron, a dark mage who cast a curse on the Order in its earliest days, returned to haunt the land? Or does Tobyn-Ser face an even great threat from its sister land of Lon-Ser, a realm of vast, violent cities and technological wonders beyond imagination.

LonTobyn Chronicle Children of Amarid, The Outlanders, Eagle SageLonTobyn Chronicle Children of Amarid, The Outlanders, Eagle SageLonTobyn Chronicle Children of Amarid, The Outlanders, Eagle Sage

fantasy book reviews David B. Coe Children of AmaridChildren of Amarid

LonTobyn Chronicle Children of Amarid, The Outlanders, Eagle SageThe fantasy debut of historian David B. Coe is a highly readable adventure with a freshness and appeal that too many modern fantasies lack. I found the tale enjoyable, unpretentious, avoiding obvious Tolkienisms, with characterization superior to most of what is being sold and touted these days as the best of the best. Yet it has what you could term some routine first-novel flaws. Its pace is too languid, its narrative not always well focused. And it's loaded with predictable "surprises" that flatten suspense when it should be peaking.

Children of Amarid roots itself in that perennial Campbellian trope: a youth of humble origin who is destined for greatness. The peninsula of Tobyn-Ser is governed by the Children of Amarid, a benevolent order of mages. They generally keep a low profile but are known by their signature green cloaks, crystal-tipped staffs, and by the hawks or owls that are their familiars. Jaryd is the son of a blacksmith who discovers one night to his shock and chagrin that he has prescient dreams. He soon learns that his uncle Baden has been a Child of Amarid for years and that both his grandmother and great-grandmother were powerful, famous mages. So Jaryd finds himself journeying to the city of Amarid with Baden to be initiated into the order.

But there is strife in Tobyn-Ser. A group of renegade mages is, for reasons unknown, committing wanton murder, havoc, and destruction. The Children of Amarid are no longer trusted by many people, and the order is threatened. Baden believes that the violence is being perpetrated by the restless spirit of Theron, a long-dead, cursed mage. Baden suggests that a delegation from the order should visit Theron's Grove, from which no human has emerged alive in hundreds of years. Not everyone is enthusiastic about this. Baden's insistence that young Jaryd, who is still uninitiated, accompany the delegation meets with controversy as well. Jaryd is having his strange dreams again, this time of a mysterious hooded mage with an ominous black bird. Baden is convinced Jaryd is destined to become one of the most powerful mages ever. Clearly, the boy possesses a link to current events no one else does.

The novel is pretty talky, but thankfully Coe has a good ear for dialogue and his characters' conversations are unstilted and often witty, both propelling the story and providing appealing insights into character. Jaryd is a likable, convincing 18-year-old. He has a somewhat rebellious streak, dismayed by many of the staid and ineffectual traditions of the Children. He's hung up on girls, to boot. Coe treats his other characters with as much human warmth. He also handles scenes of mayhem with appropriate visceral horror. If some of his plot developments don't smack of blazing originality, at least they earn points for cleverness. The inclusion of SFnal elements is interesting.

But throughout, the story's pace rarely shifts past second gear. The narrative and its characters, brought to life by Coe's elegant and pleasing-to-read prose, will carry die-hard fans of epic fantasy through the tale's lulls. Casual readers might tap their feet in impatience. Sometimes Coe disrupts his tale's momentum through some narrative backpedalling. An entire scene will be rehashed from the beginning simply to offer us another character's viewpoint.

And the suspense in the second half is slightly undercut as Coe gets predictable in many of his double-crosses and reveals (though there is one doozy of a surprise near the end). The plot doesn't fail logically — in fact, I was most impressed by how Coe avoided the trap so many fantasists fall into, of overplotting and cluttering their novels so heavily that all is confusion. But most of the failings in Children of Amarid are the kind of problems that one would expect to find in a debut (such as two climaxes). You can cut him plenty of slack. After all, when you consider how so many epic fantasies do little more than regurgitate clichés, Coe has achieved quite a lot his first time out. Had the book been about 400-450 pages instead of nearly 600, I'd have admired it that much more.

Children of Amarid shows Coe at the onset of his career, still developing his storytelling chops and obviously enjoying himself doing it. There are definite indications that the LonTobyn Chronicle series will get much more intriguing as it progresses, so those of you who live for thick epic fantasies bearing the Tor logo shouldn't pass it by. Thomas Wagner
This review by Thomas M. Wagner is reprinted from his website SFReviews.net by special arrangement.

Winds of the Forelands  — (2002-2007) Publisher: For 900 years, since the Qirsi War, the Forelands have enjoyed relative peace. The Qirsi leaders, Weavers whose powerful magic could bend to their will not only the elements but also the thoughts of others, were all killed. The rest of the pale-skinned Qirsi were scattered throughout the realm. They were no longer a threat without their multi-talented leaders. But though most Qirsi live normal lives, and some even serve lords as advisors, all is not well in the realm. There is a Weaver in the Forelands again, secretly sowing seeds of rebellion against the physically hardier but unmagical Eandi. Lord Tavis of Curgh, raised to succeed his father as duke, and engaged to the beautiful Lady Brienne of Kentigern, seems bound for greatness. But just as his life seems complete, he is accused of a horrific act. Little can Tavis know that the Weaver is using him as a pawn in a vast plot. Now, only a Qirsi gleaner can help Tavis survive his doom, reclaim his good name, and prevent a devastating civil war in the Forelands.

David B. Coe Winds of the Forelands Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of WarDavid B. Coe Winds of the Forelands Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of WarDavid B. Coe Winds of the Forelands Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of WarDavid B. Coe Winds of the Forelands Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of WarDavid B. Coe Winds of the Forelands Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of War

David B. Coe Winds of the Forelands Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of WarRules of Ascension

David B. Coe Winds of the Forelands Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of WarI picked up Rules of Ascension randomly from the library. I was wandering around the shelves and saw the guy on the cover and thought, “huh, he’s oddly white…” This sealed the deal. I had to learn more about the abnormally white guy on the cover (isn’t my thought process fascinating?). It was rather exciting to pick up a book I had never heard of and knew nothing about. The experience paid off. I didn’t have high hopes for this book, but it ended up pleasantly surprising me.

David B. Coe takes his time setting up a rich and intricate world. For the first third of Rules of Ascension, this attention to detail and world building can be tedious and is almost a hindrance to the overall plot rather than a boon. There are no real sides to the conflict, and furthermore the reader spends much of this part of the book wondering what the conflict even is. While the world is rich, deftly built and incredibly vibrant, the plot somewhat falters because of the lack of clear direction. Furthermore, characters slip in and out of the pages fluidly, not really staying in the book long enough to attract attention or really make much of an impression.

This unusual start, however, works in the favor of Rules of Ascension. Coe uses the overall ambiguity of the plot and characters to lend the world and the overall conflict an ominous gray aura that sets the book apart. Where many books have obvious black and white sides in their plot conflicts, Coe’s attention to detail and intricate world building coupled with the slow boil of his plot work nicely together to insure that the reader can find someone or something to relate to, no matter what side of the conflict they are reading about. Many authors strive for this, but not all attain it.

The detailed world building, complete with unique cultures and traditions, puts Rules of Ascension firmly in the “epic” category. The world is vast and the peoples are well thought out. The magic system, however, was what interested me the most. It made sense within the context of the world and managed to be both complex but understated at the same time.

As I’ve mentioned above, the plot isn’t straightforward. The reader will spend about a third of the book not knowing exactly what the problem is, or if there are even protagonists. This may be frustrating to many, but if you read this section of the book and absorb the detailed world building, the rest of the book will leave you on the edge of your seat. As with many things, you have to pay a little before you get your reward and the reward with Rules of Ascension is well worth the wait. The complex, gray plot and multifaceted characters easily make up for the slow start. The ending is well done and nicely hints at an expanding plot in further books.

Coe’s writing isn’t over the top; it is detailed and descriptive without being flowery. This benefits the book as a whole. Rules of Ascension already has so much happening in it, on so many different levels, that overly descriptive prose would bog the book down rather than lifting it up. Coe managed to toe a very thin line in that regard.

All in all I really enjoyed Rules of Ascension and am quite surprised that the WINDS OF THE FORELANDS series hasn’t raised more of a fuss among fans of epic fantasy. The beginning is rather slow, but the world building is quite well done. Once the plot really takes root the book is almost impossible to put down. Coe’s writing nicely complements his complex world and plot. If Rules of Ascension is any hint as to the quality of the rest of the series, Coe has birthed something amazing here. —Sarah Chorn    
FanLit thanks Sarah Chorn from Bookworm Blues for contributing this guest review.

Blood of the Southlands — (2007-2010) Publisher: David B. Coe enthralled readers and critics with his Winds of the Forelands, an epic fantasy full of political intrigue, complex characters, and magical conspiracy. Now he takes the hero of that series to new adventures across the sea on a journey to the Southlands. Grinsa, who nearly single-handedly won the war of the Forelands, has been banished because he is a Weaver, a Qirsi who can wield many magics. He and his family seek only peace and a place to settle down. But even on the distant southern continent, they can't escape the tension between his magical folk and the non-magical Eandi. Instead of peace, they find a war-ravaged land awash in racial tension and clan conflicts. Worse yet, his own people try to harness his great power and destroy his family. Amid the high tension of clan rivalry comes a plague that preys on Qirsi power across the Southlands with deadly results. When the disease is linked to an itinerant woman peddling baskets, one old man takes it upon himself to find answers in the secrets of her veiled past. With wonderfully creative magic, dark secrets, and engaging characters faced with a world of trouble, Coe deftly weaves an epic tapestry that launches a richly-entertaining new saga in an unknown land.

David B Coe Blood of the Southlands 1. The Sorcerers' Plague 2. The Horsemen's Gambit David B Coe Blood of the Southlands 1. The Sorcerers' Plague 2. The Horsemen's Gambit 3. The Dark-Eyes' WarDavid B Coe Blood of the Southlands 1. The Sorcerers' Plague 2. The Horsemen's Gambit 3. The Dark-Eyes' War

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