||Jan 1 2001
The World of Marna
A savage priestess. An ancient prophecy. A world in turmoil
On the world of Marna, there are thirteen gods who watch over the people. These gods are worshiped by most of the races of the land. The proud and stoic Grom. The calculating and logical Anai. The playful and child-like Zithaen. The varied and adaptive Humans. On the lost continent of Telnir, a young savage priestess has a vision that will change her life and her destiny. Outcast by her people, the young priestess leaves her land and is thrust into a world she had only dreamed of.
Her vision had a purpose. She is "The Child of Thirteen", a figure of prophecy and legend. Surrounding herself with a band of unlikely companions, they travel the lands discovering the fullness of the prophecy and her place in the world. There is a force at work against her. Born of darkness and hatred, "The Child of None" a necromancer and priest of the god of destruction, Dealthagar, is determined to kill her and her companions.
Marna is at a crux. In her hands lies the fate of the world. If the Child of None succeeds, "The Reckoning", an apocalyptic nightmare, will come to pass and Marna will be destroyed. If she is able to triumph, the world will know peace for the first time in generations.
“When each knight joins our order, they work the bellows on the great forge here in the hall of knights. Each knight’s sword is unique to that knight other than the crest of Hawkwind on the pommel. This is to show that even though we are all individuals, there is strength in our unity. This is the way of Hawkwind. In fifteen hundred years the number of knights that we have had to return the trappings to the forge is so small that it is nearly unspeakable. Bear us no ill will Quinn Malxus. Not everyone is born with the resolve to be a knight.” Lord Kenneth turned to the forge master and handed him the sword and the tabard. Several squires had spent the last few hours stoking the forge until it was white hot. “Let her dishonor be cleansed with the purity of fire.” The apprentices begun to work the bellows furiously as the forge master threw her tabard upon the coals. The forge master then held her sword in the flames as if to temper it. Clang! The hammer came down once mid-blade, bending but not breaking. Clang! The hammer fell a second time on the edge of the sword again mid-blade. Quinn thought she saw cracks beginning to form. The hammer came down a third time. Clang!
Quinn sat up with a start. Her sheets and nightclothes were soaked. She knew she would not be able to return to sleep. “Maybe some tea will calm my nerves,” she thought as she threw her nightgown over the back of the chair.
The Legend of Hawkwind, review by J.L. McKenzie
Fantasy novelist Adrian Drake crafts a wonderful world abundant with dazzling battles, horrifying creatures, valiant heroes, and an unforgettable struggle for the fate of a world which is placed in the hands of a child.
To be perfectly honest, I haven’t read many fantasy books in my time. I enjoy Asimov and Douglas but for the most part fantasy novels could never hold my interest. I prefer more of a realistic world to relate to when reading a book (an oxymoron when you are discussing fantasy, I know).
When I read the first book of the “Hawkwind” series I was pleasantly surprised. There is a flowing story that unfolds to reveal rich, full characters with a distinctly Pagan flavor. The book starts off an epic journey by an unlikely band who are drawn together in what seems like chance but in reality is destiny. A fragile world is hanging in the balance and is placed in the hands of a girl who is a cast-out by her own people.
Calanna is the Child of Thirteen, the one fated to battle the Child of None for the sanctity of the world. She is not alone in her fight, however. On a boat traveling to Falmore she encounters a handful of the people who are soon to fight along side of her. A Northman named Turuth sails the vessel as a deck hand to travel to Falmore in order to see more of the world and sharpen his gift of magic. Godakai, the son of The Khan, is on a quest to find a sword to rival none other in order to attain his father’s throne. Quinn, a solider on a mission to heal the scars of war and bring the treaty of peace between neighboring lands, unknowingly holds the key to their purpose and survival.
On another ship headed for Falmore is Sir Nikolos, a Knight of Veeder, with his companion Bob, a Zithean with a penchant for absurd armor. Converging together in Falmore, the group is assembled and they begin their adventures.
The chapter that struck me the most was the first. The ship that carries Calanna, Quinn, Turuth, and Godakai passes over shards of Dealthagar’s Staff, causing them to have nightmares of the moments they were ashamed of. It gives a good look into the innermost feelings of the characters and shapes the story as it goes along. The characters are vivid and it is fascinating to watch their evolution as they battle the Dark Anai, the Child of None’s undead assassins sent to destroy Calanna, and the growing pains they all go through as their personalities clash.
The book is filled with battles that are easy for the readers to lose themselves in. There is also a tenderness and humour in the book that is bittersweet and adds the perfect touch to this epic. The dialog between Nikolos and Bob had me laughing as Bob would “find” pots and pans to use as his own personal armor much to Nik’s chagrin. Nikolos and Turuth both fall in love with Calanna and show such compassion it will make you care about them and even cry at their heart’s turmoil.
Calanna goes through her own transformation from a girl who was stripped of her name and her rightful place in the throne of her homeland into a woman who grows beyond her naiveté and fights with a zealous attitude. She is a healer who talks with the spirits of the Gods and Goddesses of her tribe. This is where the Pagan tones set in. Between her and Turuth, a respect for each other’s beliefs and magic comes about and they realize that the two religions are closer than they would have ever imagined. Gods and Goddesses are invoked thru prayer and spells to assist the band in their battles and fatalities. It is a fresh twist on the good versus evil magic tale that even the non-Pagan will appreciate.
All in all this book, the first in a series of books that catalog the trials of these warriors in their quest to defeat the Child of None and fulfill the prophecy of a Knight of Hawkwind that guides them to understanding the nature of the battle to come, is breathtaking and marvelous. The story reaches out to the reader through the personalities of the group, the friendships and cultural differences, magic, the battles that they fight together against evil and sometimes each other, and the backdrop of the world that is both believable and amazing.
The Wordsmith’s Cauldron (at) www.wordsmithscauldron.com
The Legend of Hawkwind, review by Kazeganthi
I am honored to have reviewed Hawkwind. The story evolves a band of unlikely heroes that meet for reasons that I find are easy to understand. Each has their own quest, but find that circumstance keeps them together. The story flows easily and uses the break method, or in other words separates sections in the chapter so the story is easier to comprehend. I find this technique kept the story moving and did not allow it to become a bore, such as many Dragonlance novels. I would recommend this to anyone who reads fantasy novels and some who don't. I look forward Adrian Drake's next novel. He has a talent I haven't seen since Richard A. Knaak wrote "The Legend of Huma." I hope not only to see more of Marna, but Adrian could also write for Dragonlance, Magic, Shadowrun, or any other series and I'll buy it!
Final score: 9 of 10
The Legend of Hawkwind, review by Jane Mitchell
Author Stephen King has said that writers of fantasy are trying to recapture their enjoyment of Tolkien's Lord of the Rings. The Legend of Hawkwind is one of those books. It is also what I call a gamer book, writing influenced by Dungeon and Dragons or fantasy video games.
A group of companions gather together to fight evil and save the world. In this group there are two knights, a mage or two, elves, a hobbit, a warrior, and a messiah. There is the finding of various objects important to the mission and many searches through castles and temples with long halls and door-opening decisions. The villain is a creature of pure evil. Most of the novel is taken up with battles against demons and the undead. By the end of the story, I was surprised any captain would let this gang on his ship or any people would let them stay in town.
A gamer book isn't necessarily bad. I enjoy them and there is multimedia potential for the author. The fights in this book are well staged.
The story starts off slowly, and the large number of main characters make it difficult to get to know each one. My main problem with the book is that just as I got to know the characters, the tale ended. I know this means that I have to buy the next installment to find out whether the companions find the sword and defeat evil, but to my mind things ended abruptly, as if half finished instead of volume one of a series. I want to know more about Bob, the halfling and the Anai elf people.
The series has the potential to be more than a gamer book. Calanna, the messiah figure, is a mage who can call on all thirteen of the gods of Marna to help her magic. At one point she comments that the one evil god is part of the thirteen and if the people of Marna stopped trying to stamp out his cult, there might not be so much trouble. Calanna 's people, who are based on native Americans, accept a tribe dedicated to the dark side. This is an interesting concept, accepting that destruction and chaos are part of the balance of the world. I hope the author will develop this theme in the next books rather than simply having the companions destroy the evil Child of None.
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