Recommended by: Natalie Jacobs
I must confess that I had my doubts about this before I started Magician. I worried that it would be a rather hackneyed derivative vanilla fantasy, outdated in a time of increasingly dark moral shades and anti-heroes within the genre. On the other hand, that which survives, often does so on merit, and Feist has been around since the '70s and '80s D&D and swords and sorcery heydey. The cover described it as 'The original masterwork of magic and adventure', to which I'd respond 'Yes and no', 'Pretty good rather than superlative' and 'Hell yes'. Which I suppose is a pretty positive outcome.
My initial fears seemed well-founded for the setting is as classic medieval western European with elves 'n' dwarves 'n' goblins as you're likely to come across, and the protagonist, Pug, is an orphan. Not that there is anything wrong with either of these things per se, more that it's reliant on being interesting enough in other ways – compelling narrative, interesting characters, solid world building – to excel in the field. And while very little is truly original, the idea of the riftwar and the invasion of the homeworld by outsiders, certainly puts a new spin on it with what is more of a sci fi trope. The fact that the Tsurani are not just a slightly fantastical version of feudal Japan/the Aztecs/Ancient Greece/insert real-world culture here, and we got to see things from their perspective a lot more than that of the average invader, gets double points from me.
The scope of the book is big, the world worth exploring, and plenty of interesting looking regions that we don't get to see on the inevitable maps in the prelims. This depth, the ideas and stories and references of the world as far bigger than what the reader can ever see, popularised if not invented by Tolkien, is what for me makes a setting come alive. This box is also satisfactorily ticked. And the passage of time and the geography covered, as well as the epic scale of the invasion ensured that the promise of magic and adventure (arguably more of the latter) was fulfilled.
One thing I didn't like, and this is a pet peeve of mine, was the naming. For me this is vital for both suspension of disbelief and the crafting of a world. Names matter and give a place a sense of identity, whether it's through solid conventions (Earthsea), linguistic tendencies (Middle-earth) or common English derivatives (Westeros). The more exotic a name, largely the more exotic a person or culture is from the Western European base. What I don't like is a mish-mash of real and imaginary names, Martin and Roland standing shoulder to shoulder with Kulgan and Pug (which always felt more like a nickname than a given name anyway). If your world is rooted in the real world, e.g. urban fantasy, then this is fine, but I find it jars in traditional fantasy settings such as this.
So over a period of years we watch our hero(es) grow up, find romance, fight the bad guys, save the kingdom, wield power in a variety of ways, and come home for tea. Not necessarily in that order. If fantasy is not your cup of tea, this wouldn't be my suggestion to try and make you broaden your horizons. But if like me you do enjoy this sort of thing, it's certainly worth your time. I'm invested enough to want to finish the trilogy and that's usually a good sign – the genre may tend towards the long side, but life is too short.