Anesi was the grandson of the wizard Stribel Wartworth, but he'd never really studied magic. His father had pulled him out of the university after less than one semester. Anesi wasn't even allowed to use the little magic he knew. Then the entire Thriff Guild of Enchanters came to his family's little house in the woods. The whole world was threatened by the evil of the Great Terror, and they were helpless before it. To fight the Great Terror would require a magical prodigy, one who was untouched by the petty temptations of a wizard's life. It would require Anesi. With his friends at his side--Fidget, Cubby the brogmoid, and Tyrillee the dryad--he began his march to the south to face the greatest danger his world had ever known.
Robin Wayne Bailey is an American fantasy and science fiction author and is a past president (2005-2007) of SFWA, the Science Fiction and Fantasy Writers of America. Robin also served as SFWA's South-Central Regional Director for nine years and has hosted three of SFWA's annual Nebula Awards weekends; two of those Nebula events were held in his home town of Kansas City, Missouri.
Bailey was one of the founders of the Science Fiction and Fantasy Writer's Hall of Fame in 1996, which merged with Paul G. Allen's Vulcan Enterprises in Seattle in 2004 to become part of the Science Fiction Museum and Hall of Fame. Robin continues to serve on its annual induction committee.
Bailey graduated from North Kansas City High School, and received a B.A. in English and Anthropology and an M.A. in English Literature from Northwest Missouri State University.
It tries less hard to be funny than the other Infocom novelizations I've read, or at least the humor is lower key. The overall effect is better and matches the dry wit and off-kilter setting of the games.
Despite the world-spanning threat, the story felt like a small adventure. The protagonists are a motley bunch of misfits and their exploits could be titled a 'picaresque' if they were more roguish and swashbucklingly dishonest. Which they are not: they exude wholesomeness and a mutual affection that you just don't see much.
The depiction of the vaxum spell--a friendship charm--is brilliant. The affected people become friendly and helpful but are fully aware of the enchantment and admit that once the effect dissipates that they will be at violent odds. But until then, best friends.
This is a re-read from ages ago, but I really love it. It's just the sort of awesome, wacky 80s light reading that just makes you feel good. Also, rereading it for the first time since the late 80s, I have to say, there were a TON of funny references that I only just picked up on this read through. Plus, it has a (mostly subtle in a completely flaming [HA!] way) gay dragon, which is always a bonus. #TeamChuck #TeamChet
Totes recommended for fans of light, fun, rompy fantasy with a sense of humor.
A fun and magical adventure! I’ve been disappointed from the moment I finished that there wasn’t more story. I know there are other “Infocom” books, but none that continue the Enchanter story.
Read and re-read the hell out of this book back in the day. They should release it as an ebook so more can read. Curious to see if it holds up nowadays.
Update: Found it. Doesn't hold up well - but not bad. Definitely feel like it's a case of good to read back in the day but now not so much. Gave it a four, originally on for how much I liked it — but now adjusted to a three. I still think it was done pretty well back in the day and for the audience.
I didn't expect much quality from this, buying it only because I was a fan of the 1980s text-adventure game it is based on. But the book is pretty entertaining. Lots of clever humor from puns to Infocom references to Tolkien jokes. And Bailey can write some pretty scary monster attacks.
This is the first fantasy book I ever read, I was about 12 years old. I've been hooked on the genre ever since. The author pulled me into worlds extraordinary and changed my life.
This was part of a series of fantasy novels related to Infocom games. There were some clever bits to this fantasy, but I think that the author got too caught up in being cutesy. The wisecracking gay dragon was a great character, but having him spout Telly Savalas lines was a little distracting. Also, this book involved the most annoying group of wizards ever. The idea that they have to play practical jokes on each other in order to keep from getting too serious was odd, since they were, after all, trying to keep the Big Bad Evil from winning. Worse, though, was the idea that sending in a talented but untrained young mage was somehow a good idea. The setup made the ending very weird, because a spell was clearly described all the way through the book as doing one particular thing, and the victory meant using it to do something else only vaguely related. It's like a mystery novel that cheats on the clues. Still, there were fun bits, and it was a quick read.