Cover image for Krondor, the assassins
Title:
Krondor, the assassins
Author:
Feist, Raymond E.
Personal Author:
Publication Information:
New York : Avon Eos, [1999]

©1999
Physical Description:
374 pages ; 25 cm.
Language:
English
ISBN:
9780380977079
Format :
Book

Available:*

Library
Call Number
Material Type
Home Location
Status
Item Holds
Searching...
X Adult Fiction Popular Materials-Science Fiction/Fantasy
Searching...
Searching...
X Adult Fiction Central Closed Stacks
Searching...
Searching...
X Adult Fiction Science Fiction/Fantasy
Searching...

On Order

Summary

Summary

New York Times bestselling fantasist Raymond E. Feist has created a world unlike any other-a sprawling kingdom coveted by enemies on all sides; a bustling center of commerce and magic, vibrantly alive and eternally in conflict; a place of unparalleled wonders where great heroes are bred to be ever-vigilant of those who would succumb to evil's seductions. This is Midkemia and its glorious center, Krondor-now imperiled by an insidious malignancy that grows from within.

A plague of murder has overrun Krondor. Prince Arutha-newly returned from battle with the Morehdel chieftain Delekhan and the renegade magician Makala-is concerned about the rash of unexplained assassinations in his capital city. And so he dispatches his most trusted agent, Squire James-formerly the thief known as Jimmy the Hand-to discover the source of the deadly epidemic.

James's hunt will lead him to the dank depths of Krondor-through subterranean tunnel and sewer system to a terrible war that is raging in secret far beneath the streets. For here rival criminal gangs are locked in a death struggle for control of a city's vice-dangerous gangsters who go by the name "Mockers" and others in the thrall of a mysterious being known as "The Crawler." But the deeper the delves, the closer Squire James gets to the true nature of the horror that has already left untold dead in its wake-a nightmare of corruption and deceit that threatens to destroy his liege and reduce Krondor to ruins. Ensnared by dark, intricate plots and dastardly magics, James must now race to prevent one last murder-the one craven, unthinkable slaying that will plunge Krondor into the all-consuming flames of war without quarter.


Author Notes

Fantasy writer Raymond E. Feist was born in Southern California. He received a B.A. in Communication Arts with honors from the University of California at San Diego in 1977.

His first novel, Magician, published in 1982 is the first book of The Riftwar Saga. His other series include The Serpentwar Saga, The Empire Trilogy, The Riftwar Legacy, Krondor's Sons, Legends of the Riftwar, Conclave of Shadows, Darkwar Saga, Chaoswar Saga, Demonwar Saga, and The Firemane Saga.

Feist's work appears regularly on the bestseller lists of The New York Times and The Times of London. He has also worked with Sierra Studios and PyroTechnix to produce a role-playing game.

(Bowker Author Biography)


Reviews 3

Booklist Review

This second volume of the Riftwar Legacy is, like its predecessor, Krondor the Betrayal (1998), rather more game oriented than much of Feist's other work but a thoroughly readable adventure nonetheless. It is focused on Prince Arutha and Squire James, who return from the Morehdel war to face an outbreak of murder in Krondor, including a wholesale slaughter of the Thieves' Guild. The squire has to avert a plot against the prince by reverting to his old identity as Jimmy the Hand and penetrating--literally--the underground of Krondor, where he must lead a small band in an assault against a citadel of the Nighthawks' magic and military strength. That band's ordeal occupies half the book and some of Feist's better writing, so that this effort seems, as a whole, more focused, less conventional, and more up-to-date in its portrayals of women than other Feist yarns. (Reviewed November 15, 1999)0380977079Roland Green


Publisher's Weekly Review

Squire James, formerly known to the Guild of Thieves as Jimmy the Hand, is looking forward to some rest when he returns home from battle against the Morhedel and the Tsurani. But Prince Arutha gives him a new assignment: James must learn the cause of a spate of murders spreading across the city of Krondor. No one is safeÄthieves and honest men alike are turning up dead. Who is the Crawler, the mysterious man who is wiping out the Thieves' Guild? What are Prince Vladic of Olasco and his uncle Radswil doing in Krondor? Whence the mysterious threat to their lives? And what do these matters have to do with the NighthawksÄthe dreaded Guild of Assassins? James's knowledge of the sewers and his underworld contacts make him the man to find out. But as James forms his fledgling spy ring, the panic in the sewers continues, and the threat against Krondor itself steadily grows. Now, together with his friend William conDoin and the gruff veteran Knight-Captain Treggar, James must find the Nighthawks in their desert lair and prevent whatever it is that they're planning. This tale of shape-shifting magicians, human sacrifice, man-eating demons and a little young love, a sequel to Krondor: The Betrayal (1998), will satisfy Feist's fans, and its ending will leave them waiting for another volume. Author tour. (Nov.) (c) Copyright PWxyz, LLC. All rights reserved


Library Journal Review

When a series of murders threatens the peace of the city of Krondor, King Arutha assigns his best agent, Squire James (formerly known as Jimmy the Hand), to discover the cause. Familiar characters from Feist's earlier Midkemia novels combine with new heroes and villains in a tale of treachery and sorcery, loyalty and courage. The author's skill in depicting fully realized characters and fast-paced action scenes places him in the forefront of contemporary fantasy adventure. Recommended for most fantasy collections. (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.


Excerpts

Excerpts

Krondor The Assassins Book Two Of The Riftwar Legacy Chapter One The sounds of pursuit echoed through the dark tunnels. Limm was nearly out of breath from attempting to evade those determined to kill him. The young thief prayed to Ban-ath, God of Thieves, that those who followed were not as knowledgeable about the sewers of Krondor as he was. He knew he could not outrun them or fight them; his only hope was to outwit them. The boy knew that panic was the enemy, and he struggled against the terrible fear that threatened to reduce him to a frightened child, clinging to anything that might provide warm comfort while he huddled in the shadows, waiting for the men who would kill him. He paused for a moment at an intersection of two large channels and then took off to the left, feeling his way through the gloom of the deep sewers, his only illumination a small, shuttered lantern. He kept the sliding window closed to the narrowest setting, for he needed only the slightest light to know which way to go. There were sections of the sewer in which light filtered down from above, through culverts, gratings, broken street stones, and other interstices. A little light went a long way to guide him through the stinking byways under the city. But there were also areas of total darkness, where he would be as blind as one born without eyes. He reached a narrowing of the sewer, where the circumference of the circular tunnel grew smaller, serving to slow the flow of sewage through this area. Limm thought of it as a "dam," of sorts. He ducked to avoid hitting his head on the smaller opening, his bare feet splashing through the filthy water which collected at the end of the larger sewer until the level rose up enough to funnel down the rough and rusty narrow pipe. Spreading his legs, Limm moved in a rocking motion, his feet high up on the' side of the circular passage, for he knew that in less than ten feet a nasty outfall sent waste to a huge channel twenty feet below. Hard calluses kept the jagged build-up of sediment on the stonework from slicing open his soles. The boy shuttered the lantern as he intersected a tunnel with long lines of sight; he knew exactly where he was and was fearful of even the smallest light being seen by his pursuers. He moved by touch around a corner and entered the next passage. It was hundreds of feet long, and even the faintest spark would be visible from one end to the other. Hurrying as best he could in this awkward fashion, he felt the tug of air as the water fell below him from a hole in the pipe he was in, splashing noisily. Several other nearby outfalls also emptied in this area, known as "the Well" to the local thieves. The sound of all the splashing water echoed in the small pipe, making its exact source difficult to locate, so he proceeded slowly. This was a place in which a six-inch misjudgment could send him falling to his death. Reaching a point another ten feet further, Limm encountered a grate, almost bumping into it, so focused was he on the sound of those who came behind. He crouched, making himself as small a target as possible, in case a mirrored light was shone into the tunnel. Within moments he heard voices, at first only the sound of indistinguishable words. Then he heard a man say, "--can't have gone too far. He's just a kid." "He's seen us," said the leader, and the boy knew full well who the speaker was. He had the image of that man and those who served him etched in his memory, though he had only glimpsed them for a few seconds before turning and fleeing. He didn't know the man's name, but he knew his nature. The boy had lived among such men all his life, though he had known only a few who might be this dangerous. Limm had no illusions about his own abilities; he knew he could never confront such men. He was often full of bravado, but it was a false courage designed to convince those who were stronger that he was just a little more trouble to dispose of than he was in actuality. His willingness to look death in the eye had saved the boy's neck on more than one occasion; but he was also nobody's fool: Limm knew that these men wouldn't give him the time to even try a bluff. They would kill him without hesitation, because he could link them to a horrible crime. Looking around, the young fugitive saw a trickle of water coming from above. Risking detection, he briefly shone the barest light he could manage above him. The top of the grating didn't reach the roof of the tunnel, and just the other side of the grate was a passageway running upward. Without hesitation the youth climbed up on the grate and pushed his free arm through, experience showing him how likely it was that he might pass through such a tiny passage. Praying to Ban-ath that he hadn't grown too much since the last time he had tried such a stunt, Limm pushed upward and turned. His head went first. Twisting it slightly, he thrust his face forward between the top bar and the stones above. Practice had taught him that his ears would suffer less if not bent backwards as he tried to pull his head through. A rising sense of urgency battled the pain he felt, as he sensed his pursuers clos-ing in. Yet the pain from his cheeks as he slowly pressed through the gap grew more intense. He tasted the salty, iron tang of blood and sweat and he continued to wiggle his head through the gap. Tears flowed freely, yet he held his silence as he cruelly scraped both ears, one against stone and the other against filthy iron. Krondor The Assassins Book Two Of The Riftwar Legacy . Copyright © by Raymond Feist. Reprinted by permission of HarperCollins Publishers, Inc. All rights reserved. Available now wherever books are sold. Excerpted from Krondor: The Assassins by Raymond E. Feist All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.

Table of Contents

Prologue: Departuresp. 1
1 Escapep. 13
2 Krondorp. 35
3 Receptionp. 59
4 Surprisesp. 81
5 Secretsp. 101
6 Confusionp. 119
7 Ambushp. 137
8 Attackp. 157
9 Decisionsp. 173
10 Revelationp. 191
11 Stealthp. 209
12 Improvisationp. 227
13 Concealmentp. 245
14 Murdersp. 269
15 Desperationp. 293
16 Discoveryp. 311
17 Misdirectionp. 325
18 Unmaskingp. 343
19 Encountersp. 363