Every once in awhile, I can see glimpses of greatness in this series. A turn of phrase here, an interesting detail about the world there, a whole slew of weird and inventive creatures strewn throughout. But there's no avoiding the fact that underneath it all, this volume is just one protracted chase sequence. The sheer odds our heroes are up against, at the end, set up some potentially thrilling developments in the next volume, and we do get a better feel for how the Gohran forces are set up and managed, but ultimately not a whole lot happens in the story. Guin & Co. flee the ruins of Stafalos Keep, run into the enemy, get captured, escape, get chased, have a fight, and get chased again. It's a bit reductive, but that's the bulk of the plot here. The world building that goes on around this great escape is really a bigger draw than what happens to our heroes.
But the biggest problem is the map: it's functionally useless. I'd say that for every five places mentioned in the story, four of them aren't on the map, which makes it pretty hard to get an accurate idea of where they're going, where things are in relation to one another, or why they go the directions they do. Especially when, early on, they decide their best bet is to head to someplace called Cheironia, which is "way up in the north," and they start heading there by taking a raft along the River Kes...heading south. Are there mountains to the north, blocking the way? A hostile nation? Does the river wrap back around to the north at some later point along its length? I have no idea, because the map only shows an embarrassingly small portion of the world.
Still, for how simple the story is in this volume, how cartoonish some of the characters can be at times, and how hard it is to gauge where anything is, there's something about The Guin Saga that hits the right notes. It's not a sense of familiar, comforting fantasy tropes, because the desert wasteland of Nospherus is a pretty weird place. And it's not the satisfaction of a well-written plot twist; what twists there are, are somewhat predictable. It's just...entertaining. I defy you to read, for example, the scene where Guin is standing up in his saddle, holding the reins in one hand, and drawing his sword with the other while holding the scabbard in his teeth, galloping toward a massive force of enemy soldiers, and not have at least some part of your brain acknowledge how flat-out cool that is.
It's more than the Rule of Cool that makes this series enjoyable, but the rest is hard to pin down. Think of it as a home-cooked meal, or maybe a cold beer, at the end of a long, terrible day. It's a relatively simple thing if we're being reductive, but it just feels...right, somehow.