Snare by Katharine Kerr

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  • Pub. Date: April 1903
  • 592pp
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    Product Details

    • Pub. Date: April 1903
    • Publisher: Doherty, Tom Associates, LLC
    • Format: Hardcover, 592pp

    Synopsis

    The author of the beloved Deverry series Dragonspell, Darkspell, The Red Wyvern, turns her hand to a new kind of tale.

    On the planet known as Snare, the descendants of Islamic fundamentalist emigrants have created beautiful enclaves, where they can sit on a patio enjoying green grass and "true-roses," but the nomadic tribes live in a much harsher landscape, where the grass is purple, the trees are orange, and the huge and dangerous sentient Cha'Meech lizards roam the landscape.

    Idres Warkannan and his companions are on a quest through this landscape, looking for the only man who can redeem their Islamic civilization from its despotic ruler and restore justice to the population. Zayn Hassan, refugee from the despot's service, finds himself living among the tribes of the "comnee," where Healer and Spirit Rider Ammadin, seeing the dangers all around her, is beginning to doubt the gods who are her only protection.

    To save herself and her people, Ammadin journeys eastward into war, intrigue, and adventure - and finds more than she bargained for on all counts.

    Publishers Weekly

    Popular fantasy author Kerr (the Deverry series) once again crosses genres to deliver a large-scale SF adventure, with crowd-pleasing results. Three very different groups of human settlers go, not all willingly, to the planet Snare: a band of Islamic fundamentalists, a group of horse tribes and the pragmatic Cantons people. All descend on Snare's indigenous reptilian species the ChaMeech, and eight centuries of territorial and social turmoil follow. In Kazrajistan, the despotic Gemet Great Kahn rules the followers of the Third Prophet, but a secret rebel organization led by Captain Idres Warkannan seeks to restore the rightful heir, Jezro Kahn, long assumed murdered by Gemet. Warkannan sets out to find Jezro with his nephew Arkazo and Yarl Soutan, a renegade Cantons sorcerer, who claims to be searching for the lost Ark of the Covenant, the settlers' original ship. Meanwhile, suspicious of Soutan and Warkannan, Gemet sends Zahir Benumar, one of his elite warriors, to discover their plans. In the guise of a disgraced soldier, Zahir joins a horse tribe led by the inquisitive Spirit Rider Ammadin, hoping to use the tribe as cover while he follows Soutan's trail. Matters grow more complicated when a ChaMeech named Water Woman asks Ammadin's help and tells her of a powerful sorceress named Sibyl, who may be the last link between Snare's inhabitants and their distant past. Though the ending falls a little flat, Kerr masterfully manipulates the converging plot lines. (Apr. 23) Copyright 2003 Reed Business Information.

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    Biography

    Katharine Kerr is the author of eleven novels in the Deverry series, popular in the United States and wildly successful in Great Britain. Her novels for Tor include Freeze Frames, and the recently published Snare, a sweeping fantasy of the far future. She lives just outside of San Francisco, California.

    Customer Reviews

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    • Ratings: 2Reviews: 2

    almost goodby Anonymous

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    July 02, 2004: the world building portion, or about the first half of this book is quite interesting, powerful stuff. the characters and their concerns are alive and vital, the inevitable journey well handled. but then it all begins to fall apart. without any giveaways, the climax falls into cliche, as if the author didn't know what to do with her characters, so she zipped them into pre-designed boxes and left them, plop! her characters display a startling immaturity and their emotions seem to be misplaced. perhaps she should have designed this as a series, so that all those wonderful fantasy cliches didn't have to be trotted out for this one volume and there would have been a place for the story to go. as it is, it seems that she grew bored with her work - and the last 200 pages were a trudge! almost good, almost worth it, not a waste of time, but not a world-beater.

    Great fantasyby harstan

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    March 29, 2003: Former Kazrak cavalry Captain Idres Warkannan and ?high tech sorcerer? Yarl Soutan seek Jezro Khan, the exiled brother of the corrupt ruler of Kazrajistan, to lead a revolt to overthrow the worthless dangerous regime of his sibling. At about the same time, the fanatical Muslim sect The Chosen sends assassin Zayn Hassan to stop Jezro's rumored return....................... To reach the isolated region where Jezro resides, the two enemy groups cross a grassy wilderness inhabited by the alien Cha'Meech and by human nomads. On his trek Zayn meets Ammadin, the Spirit Rider healer of a nomadic tribe. Not long afterward, he begins to wonder if his chosen profession and his current assignment are justified. Meanwhile the ?magician? Soutan learns of the Hassan mission and his allies send out their assassins to kill their competitor. Soon the Cha'Meech encounter Ammadin, the first step towards the quartet of rivals confronting one another, but where this global conflict will lead to when the events unfold is anyone guess...................... The key to this science fiction novel is that the four major societies are complex, feel genuine, and their rivalry definitely feels real. To achieve such a deep objective, segments of the plot slow down in order to introduce and develop the cast. Still the contrast between the groups and the varying ethic stands of the key players on each side of the square make for a meandering yet delightful world building tale that SNAREs the reader and never lets go until the final page....................... Harriet Klausner