The masterful third volume in this beautifully crafted, highly original fantasy.. Nothing is right in the Land. King Matthew is indisposed, the city dominated by the malevolent Fang. Crops are dying and even the seagulls have lost direction. Leonardo Pegasus, retired magician, probes the murky depths of the Signal Network, where unseen forces vie for supremacy ... Ashleigh Brown, urban teenager, yearns for the open road, for the gaudy wagon of Wanderer Liam Blackwood ... Charles Bannister, wealthy businessman, plunders the Outer Isles, hunting for secret riches ... While across the Land, roaming bands of Seagull Drovers seek to guide lost gulls back to the coast - who may hold the key to all ills.
This is the final part of the Legends of the Land trilogy and, as such, it tries to bring together a lot of the threads from the earlier novels but it's almost a different story in itself. Sure there are characters appearing here that span back the twenty or so years from the start of the tale but it just doesn't feel like a three-book story. It's basically three stories set in the same place and with some of the same characters but each book focuses on one main theme. It's not a bad story but it did leave me with a slightly unsatisfactory feeling at the end.
The ending of the superb Legends of the Land trilogy is the weakest of the 3 books, an A- to the A+ of the first and A of the second, mainly because it tries too hard to tie all loose ends and the suspension of disbelief frays here and there; I still loved the book and could not put it down, but the main weakness of the series, namely its artificial world-building which is like a magician act, so you do not want to look into it too closely, is more in evidence here than in the previous volumes