The Thief's Gamble (Tales of Einarinn, Book 1)
One of the problems those not already besotted fans have with genre heroic fantasy is the real vagueness of its settings. One answer to this is to slot it somehow into real time--another, more interesting one is to provide the imagined world with a past of its own. McKenna does this less through the provision of endless chronologies and king-lists than through her character s' sense of what has been lost--her magicians, scholars and thieves are all aware of how little they know of the past and how much there is to find out. All the chasing around, sword fighting and hair-breadth escapes of the plot relate closely to the quest for knowledge, for understanding of the strange dreams that come to scholars who own ancient artefacts. Livak starts off supplementing her income from gambling with a little judicious burglary of the sort of thing she knows scholars are buying; she finds herself first blackmailed, and then more willingly recruited, into a cause which comes to be her own. And who are the mysterious blonde thugs who dog our heroes at every turn? McKenna's debut has areas of clumsiness, but real charm and excitement to overcome them. AMAZON.CO.UK A wonderful debut J.V. Jones--This text refers to an out of print or unavailable edition of this title.