Magic Strikes - Ilona Andrews
Magic Strikes
A Kate Daniels Novel
Ilona Andrews
Ace Books
Urban Fantasy/Dark Fantasy
Note: If you haven’t
read the first two books in this series (MAGIC BITES, MAGIC BURNS) this review
contains unavoidable spoilers.
It’s been a rough few weeks for Kate Daniels. She lives in Atlanta and works for the Order
of Knights of Merciful Aid, a sort of supernatural rescue service. This includes her current job, trying to talk
a septuagenarian banshee down off of a public utility pole. It’s after midnight by the time she gets
home, but the day is not done. She gets
a call from Saiman, an unusually strong (and well-informed) magic user. It seems that he has an unwanted guest in his
apartment. It’s Derek, a young werewolf,
and Kate’s sometime sidekick. Derek made
the potentially fatal mistake of breaking into Saiman’s place, and Saiman would
like Kate to retrieve him.
Arriving at Saiman’s Kate learns that Derek broke in,
looking for invitations to something called the Midnight Games, a sort of supernatural
gladiator tournament. The Games are
illegal, but still extremely popular.
Saiman agrees to release Derek as long as Kate accompanies him to the
Games. He’d like her to use her
expertise to check out a team called the Reapers. He’s not sure what they are, exactly, or
where they live, and that bothers him.
Once he’s free, Derek confesses to Kate that he wanted to get into the
Games to get a message to a girl who works with the Reapers. Two birds, one stone? Maybe.
But Kate should know it can’t be that easy.
As usual, the author goes a great job of setting the
scene. The Midnight Games, the venue,
the attendees and fighters, all leap off the page. This installment does something a bit
different, though, in that a later plot point is the near-deadly beating of one
of the characters we’ve known since the first book. The fate of this character is not certain,
and drives the second half of the action.
That second half contains some great scenes as Kate continues to
investigate the Reapers, and is forced to participate in the Games. This brings up some pretty horrific memories
for her; and also reveals some interesting facts about her friends.
This time around, we get to delve a little deeper into the
underside of the magical world. The Midnight
Games were outlawed after a huge and dangerous participant went rogue. Apparently, casualties outside the arena are
not nearly as entertaining. The Pack
leader has forbidden his shifters from taking part in the games at all. So, the organizers simply import shifter
fighters. It’s all very cold and
calculated and based on a thirst for violence and the huge amounts of money to
be made betting. It’s probably cynical,
but, to me, this whole enterprise showed that humans are more like the shifter
and vampires and whatnot than we are different.
Rating: 8
April 2009
ISBN# 978-0-441-01702-7 (paperback)
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