||May 15 2000
Barnes & Noble.com
In an ancient desert city where the spirits of long dead rulers rustle through the winding streets, a prison guard is forced to
save the life of a young priest whose lost memory holds the key to the fate of two cities. Become entangled in the web of political rivalries,
sorcerous intrigues, headlong adventure and deep emotion that is . . . .
Eretria. Crossroad of Civilization, Home to a Hundred Gods, Jewel of the Desert . . . City of the Dead. Necropolis!
Conyr, a prison guard and ex-soldier haunted by the betrayals and destruction of a past war, he finds himself embroiled in a conflict so deep and dark that it not only threatens the existence of the city he fought for, but also his very soul.
Dru, a young holy warrior sent to Eretria on a mission that has been wiped from his mind after a brutal assassination attempt. Now, hurt and confused in an enemy land, he must search for his past amid continual danger.
Gilas, an ex-councilman and priestly initiate, he schemes to restore his power and punish the man who caused his imprisonment. He sees in Dru a unique opportunity for revenge.
Val. Desperate for a better life, this young mischief maker helps Dru regain his health and soon finds herself surrounded by awakening legends and the fulfillment of prophecies.
Conyr froze, not believing his eyes. The shadow was not a shadow at
all, but a black shapeless mass moving and stretching like a lump of
clay without a workman. One leg appeared, then another and another
until finally Conyr could make out the shape of a beast--black as obsidian, sleek and smooth, as undefined and undetailed as a child's drawing. The creature stood low to the ground, like a large cat,
complete with whiskered snout and long twitching tail. It prowled about, sniffing. Conyr's chest tightened, his mouth grew dry and his mind screamed: sorcery!
Dru stood erect and motionless in the middle of the room, his
fists clenched white with strain, afraid, it seemed, even to breathe.
The beast continued sniffing for several moments before halting
and looking directly into Dru's pale face. Its strange round eyes blazed as though in recognition. It leaped straight up, jaws sinking into Dru's chest above his heart, paws wrapped around his
neck and torso in an obscene embrace ...
“A debut novel from a small, independent press, NECROPOLIS raises the bar, adds new and exciting parameters to intelligently written, exciting to read, and memory haunting fantasy ... I loved the book, the characters, and the plot, but I confess Echo, the homeless dog who moves into Conyr's room and stays, has my vote for favorite character, with Val and Conyr running a close second. It's a great book.” --Patricia White, Author of A WIZARD SCORNED
Affaire de Coeur Magazine
the book cannot be abandoned until the last page is read.” 4 1/2 stars --Rickey R Mallory for Affaire de Coeur Magazine
Blue Iris Journal
Necropolis, a first novel, is a delightfully different fantasy adventure set
in an invented world that reflects the author's scholarly interest in
ancient history. Uhl's imaginary city-state of Eretria and its environs is
analogous to Mesopotamia, Syria and Greece at the time of the Roman
invasions---a refreshing change from the medieval European milieus that
dominate most of the fantasy genre... Necropolis distinguishes itself for its original story that makes heroes of
ordinary people caught up in the conflicts of the higher stratas of their
societies, (Dru's extraordinariness is only revealed gradually and he stays
friends with Conyr, Jesra and Val even after regaining his health, memory
and power). Regular folks who rise to the occasion but never lose their
common sense and street smarts make for memorable literary creation along
with the colorful background, intriguing magic and a clear ending in a book of under 300 pages. For a yarn told with this much wit, invention,
suspense and economy, a sequel would be welcome---if only to spend more time with the lovable Dru, Conyr, Jesra, Val, Echo and even the ambiguous Gilas in their fascinating, vibrant world.
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