All is not well in Tequende. The Earth Guild, frequently looked down upon by the Sun and Moon guilds, is beginning to demand fairer treatment by the queen, and whispers of revolution are spreading like wild fire. Brindl Pacari of the Zipa Mines, an earth guilder and now Master of Messages for the Princess, might have to choose sides: join the rebellion, or stay loyal to the crown. But their true enemy remains hidden, and Brindl may be the only one who can help unite the rebels against their foe before it's too late.
By the time Julia Durango started Kindergarten she was an avid reader and has been ever since. She attended the University of Illinois where she received degrees in Latin American Studies and Political Science. In addition to writing children's books she is a school librarian and member of the Three Silly Chicks. Julia received the Golden Kite Award for SEA OF THE DEAD and currently lives in Ottawa, Illinois with her family. Visit www.juliadurangobooks.blogspot.com/ to learn more.
Tracie Vaughn Zimmer graduated from The Ohio State University and attained her master's degree at Miami. Tracie writes in a variety of genres from historical fiction to poetry. She has received critical acclaim and the Schneider Family Book Award for her work, REACHING FOR THE SUN. She teaches at her alma mater in the Lakota Local School district near Cincinnati, Ohio. Yu can visit www.tracievaughnzimmer.com to learn more.
I really like the world these books are set in. They have a very South American/Incan feeling to them.
I also like the guilds and how they work together for the good of the kingdom. The tension between the guilds is a good source of conflict in the book as well.
Brindl was a good heroine who is not afraid to do the right thing even when it is difficult or dangerous.
The story was very exciting, but I wish some of the action scenes had been a little more detailed. I guess this is considered middle grade even though i found it in the YA section.
I wonder if there's going to be a 3rd book. The ending was really good and it shows finality. But at the same time what happened before the ending leaves the possibility for a sequel.
This book was the second in a series, and to be honest the story was captivating. It was narrated by a different character than book 1, so I was hesitant, but it all came together nicely to explain the other side of things. Would definitely recommend if you've read the first!
*the world-building such as the creation myths, the structure of the three guilds, and the role of the Fray in Quarry Town's culture.
* The character development such as Brindl's budding friendships with Tonio and Xiomara, and the distinctions between the Far World ambassadors. It's really something how Lord Yonda shifts from seeming like the "Fat Jerk" trope to the "Big Fun" trope.
*starting each chapter with an excerpt from a in-universe royal advice book, which compliments and contrasts its chapter. That's a neat literary device
*the epilogue. It addresses most of the plot threads for a satisfying conclusion. It is also plenty heartwarming while utilizing the same device as the chapter breaks, which creates a different sort of climax than the big fight.
What I DON'T like:
*the ambiguous supernatural element. Brindl is implied to have a kind of foresight at three points in the story, and the Diosa is also implied to have this same ability. Whether this is a real thing or just mundane intuition is never made clear, and not in the fun way. It feels like a plot contrivance.
*the battle of the climax. It gives the impression that battles are won via the Rule of Drama rather than sound battle tactics, social organization, or sensible decision making.
*starting the story off with an assassination attempt on Xiomara and then following up with a second one, only to completely drop that angle. All that remains of it is a half-hearted mention in the epilogue. Again, it feels like a tool for cheap drama without payoff.
*Brindl feels too much like a Pinball Protagonist at times. Pulled in several directions, she seems more like a spectator or messenger than a participant in many events. This is NOT the case overall, as she makes decisions, on her own, that trigger great events and move the plot forward, but these are fewer in number. Like a player character in a scripted video game that can make meaningful choices at story branches, but otherwise does what the NPCs tell them to do.
Trickster Eric Novels gives "Shadow Guard, a Second Guard novel" a B+
This entire review has been hidden because of spoilers.
I enjoyed finally reading this sequel to a book I read in my childhood. It was nice to toe up a few loose ends, though, there were a few left hanging too. It was different to follow Brindle, but still very interesting. I wish there had been more interactions and engagement between her and Tali throughout, they seemed rushed. And Zarif and Chey were also less present. I would have appreciated exploring the role and power of the Diosa more, especially in light of the warnings Brin hears.
After saving Tequende from the invaders, Brindl and her friends are removed from the Second Guard and taken to work in the palace for the Princess. Brindle spends her days with the message birds with little human contact. Even Zarif, who used to be close, has become distant. When two different groups approach Brindl about keeping her eyes and ears open for betrayal, however, she is dragged right back into a new intrigue. The first betrayal is not the last – the Queen herself is not immune to sweet words and promises.
Though not as exciting as the first in the series, this is a solid second offering. Once the new circumstances have been established, the ending itself is quite exciting and involved. I had no idea this was going to be a series, so a second book was a nice surprise.
As a reward for her part in thwarting a rebellion, Brindl has been appointed Master of Messages. Her main job is to care for the handful of bluejackets (messenger birds) that survived a recent plague. Homesick for her Earth Guild people, Brindl struggles to meet the requirements of her new exalted position. Directives from an etiquette manual she is supposed to follow contrast humorously with Brindl’s real actions, such as when she saves the princess’ life despite the manual’s instructions to never approach royalty without permission. Meanwhile, the rulers of the Outer Lands are taking interest in her little country of Tequende, and Queen Twenty-one seems to be welcoming them, possibly at the expense of her own people. As an Earth Guilder, Brindl would be happy to stay in the background, but instead, she is required to play a larger, more courageous role. Recommended if you enjoy stories set in imaginary lands that contain characters that might waver but ultimately do the right thing, with minimal violence, and where a positive outcome is not truly in doubt.