"Epic fantasy at its' very best"
The last wizard of the age, Walker, gathers a merry
band of adventurers to find the lost gemstones of
Shannara. They travel by the airship, the Jerle Shannara
to the land where the gems are supposed to be only to find
the Isle Witch in an airship of her own with her reptilian
allies. While the battle ensues and the Jerle Shannara is
taken over by the witch's reptilian force, the survivors
escape including Walker. Walker knows there is more in the Castledown than just
the Shannara gemstone. Hidden in a vast under-underground
complex is an artificially intelligent computer, built
before the apocalypse when science held reign and all the
races were one. Walker wants the knowledge contained in
the computer but Antrax feeds on magic to power it and ward
off intruders. Walker sees that Antrax is a two edged
sword and has to decide what to do about it before the Isle
Witch finds him. THE VOYAGE OF THE JERLE SHANNARA: ANTRAX continues the
adventures that began in THE VOYAGE OF THE JERLE SHANNARA:
Isle Witch. It is a spellbinding epic even with a major
flaw. The plot stops in the middle of the action, forcing
the reader to buy or obtain from the library the last
installment to read what happened next. There are many
characters in this book that are admirable especially Ares
who acts bravely in spite of being so very scared of what
is in front of and behind them. Harriet Klausner
Reviewed by Harriet Klausner
Posted July 20, 2001
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