Status
Call number
Genres
Collection
Publication
Description
Fantasy. Fiction. Science Fiction. HTML: "We should expect this young woman to be more powerful than our average novice, possibly even more powerful than the average magician." This year, like every other, the magicians of Imardin gather to purge the city of undesirables. Cloaked in the protection of their sorcery, they move with no fear of the vagrants and miscreants who despise them and their work�??until one enraged girl, barely more than a child, hurls a stone at the hated invaders . . . and effortlessly penetrates their magical shield. What the Magicians' Guild has long dreaded has finally come to pass. There is someone outside their ranks who possesses a raw power beyond imagining, an untrained mage who must be found and schooled before she destroys herself and her city with a force she cannot yet control.… (more)
User reviews
This book came out clinging to the coat-tails of Harry Potter, though offers none of the action or humour. The style of writing is smooth – so much so I want to call it airbrushed. It is so carefully non-insulting it’s dull. Pleasant enough but there is nothing that throws sparks in the mind. Nothing that bursts with flavour. It’s also far too fussy at times. Ms Canavan for some reason can’t call an ox and ox. That goes for spiders, sheep, cows, wolves, rats and mice. It is so redundant when the animals are obviously things with familiar names.
There is also the issue with humour. I know not everyone can write it, I myself have a similar issue, but Ms Canavan disguises the fact in the most jarring, irksome way. Take one scene, where Sonea is spying on a lesson within the Guild. She can hear the teacher loud and clear, but when the students make a joke she can’t hear a word.
The male characters have some interesting points, but Sonea is very, very badly created. She is stupid but thinks herself clever, she is oddly reserved and polite for someone who grew up in the slums and she is uninteresting to the extreme. They all seem to be very hollow and 2D.
And then the culture. The city the book is set in apparently didn’t have organised thieves until fifty years or so before. It’s been standing for over 800 years, and the thieves only seem to hang out in the slums. Why, when no one in the slums have anything worth stealing? There is so much potential and it’s just fluttered at meekly. It’s so very frustrating.
For itself, the book is, well, boring. The chase doesn’t climax until over midway through and the rest is dedicated to persuading her to become a member of the Guild. It lacks plot and action. I have no idea what possessed me to purchase the entire trilogy. I seem to remember the next books being a vast improvement, which I hope is correct.
Characters: 2/10
Setting: 3/10
Plot: 2/10
Dialogue: 3/10
Overall: 2.5/10
The interest
Trudi Canavan's concept of magic is ingenious, and the creation of the several jeapardies that provide the impetus for the story is clever. She's created interesting characters for Sonea to react with and against, and by the end of the story I do want to find out the consequences of the twist in the tale that must surely follow in the sequels. However, much as it's clear that she has fallen in love with her created world and hopes that we have too, towards the end there is a sense that there is too much talk, ruminations as Sonea and others consider all the alternatives that may result from an action and the character traits of friends and enemies. This, like the prequel, is very much a 'talky' novel, and at times I would welcome more action and less discussion.
"It is said, in Imardin, that the wind has a soul, and that it wails through the narrow
The story focuses on a slum girl called Sonea who accidentally discovers she has magical powers. In Imardin it is forbidden for an untrained magician to be loose in the city so the Magicians' Guild must track her down and either train her as a magician or block her powers so she cannot use them. However, the Magicians' Guild is traditionally made up of members from the ruling classes of Imardin and there are many who do not want to see a slum dweller become part of the Guild.
Trudi Canavan, in her first novel, has managed to create an intriguing fantasy world complete with intrigue, rival guilds and an exciting plot hook at the end of the novel to anticipate the rest of the trilogy. I particularly liked the characters she has created; some fantasy authors seem to write characters so annoying that they set my teeth on edge but the characters in The Magicians' Guild were wonderful. One reviewer wrote that they wanted one character (Rothen) to be real so that they could meet him and I completely agree.
I gave this book four stars and immediately went back to my library to grab the next in the series.
Having familiarised the reader with everything, it picked up a little bit. However, overall it remained a very unsatisfying read. The characters didn’t seem to develop much (with the possible exception of Cery). There was no explanation as to why Sonea wanted to go home so badly. And home to where, given that had been effectively destroyed in the beginning? Even setting that aside, the reader may have sympathised more if they’d been allowed to see more of what her life was like there. Instead we end up with cardboard cutouts of parents.
All in all, I feel that there are better stories out there waiting to be published.
The book centers around the life of Sonea, a young vagrant girl caught up in the disturbance which occurs every year during the Purge, an event which expels all the city's poor, homeless, beggars and other undesirables from within its boundaries. Sonea sees a group of children trying to annoy the guild magicians in charge by throwing stones at their magical shield, and decides for fun to join in. In a moment of anger, however, the stone she throws somehow manages to pierce the magicians' protection, beaning one of them on the side of the head. Then everything explodes into chaos.
The Magicians' Guild immediately launches a manhunt for the little girl who so effortlessly foiled their shield spell, because it must mean she possesses magical ability as well. No untrained magic user can be trusted to roam unchecked around the city, for the results of that uncontrolled power can be dangerous for all. Not knowing this, Sonea flees and goes deeper underground with the help of her friends, but a time will soon come when she won't be able to escape anymore, neither from the magicians nor herself.
At first, I wasn't sure if I was going to like this. I spent a good chunk of the book wondering when the story will get to the part where the Magician's Guild and Sonea meet up with each other, so that they can finally get on to training her properly in the ways of magic. That's how these kinds of stories usually go, right? Then I realized that the hunt for her was actually the whole point for the entire first half of the novel, dashing any preexisting expectations I had for the plot.
Going to be honest here, the book still didn't quite hook me until the Magicians do eventually end up finding Sonea, and that was around the halfway mark. Everything that occurred before this point detailing the search and Sonea's struggle to control her magic felt like this huge, unnecessarily drawn out introduction, but the good new is, I started to enjoy myself a lot more. It's almost like, "Okay, now that all that's out of the way, we can finally get this show on the road." The conflicts in the plot started to get more interesting, and I found myself drawn to characters like Rothen, for whom I previously felt nothing.
It also wasn't until I finished this book that I heard this series had been re-marketed for the young adult market. If so, that actually made a lot of sense. Assuming that a YA audience probably wouldn't be as critical as I'm being, I thought the story and characters were strong but could have done with a little more depth, especially since a few sections of the plot felt thin to me and not very convincing. As general fantasy though, I liked this book well enough and I think it can be appreciated by all.
During these purges, often times young gang members and Dwells gather around to throw rocks at the magicians in a form of protest. Though it usually does little good -- the magicians are protected by a magical shield, things soon change as our main character, young Sonea steps up to the plate. Forcing her anger and rage into the stone which she clutches so desperately; young Sonea broods with hate as she angrily hurls the rock towards a group of Magician's that gather nearby. That's when a real shock occurs; one that takes everyone by surprise, including Sonea herself. With the force of her throw and the will of her mind, the rock plunges straight ahead, breaking through the magical barrier; the invisible shield that was set in place -- the shield that no one could penetrate through without the use of magic -- a magic Sonea never knew she had. And in that moment, the rock hits Lord Fergun with great force, knocking him unconscious.
And this is where the story really begins.
"The Magicians' Guild" is a creative story that takes a few twists and turns. Not only is this novel about the wonder of Magic, it is also about self discovery, self control, love, friendship, and betrayal. The main character Sonea is easily likable, and even relatable to. Though the majority of the story is indeed compelling, I felt a few areas were a bit slow. I also felt that some of the other characters could have been expanded upon more -- given a bit more depth. Despite these small issues, I found this unique story to be an easy and pleasant read. One that kept me curious and engaged, even after I finished the last page. I've already picked up the second in the trilogy, and plan to start it right away.
All in all, if you like fantasy that is a bit *light*, with little violence and no sex, you'll enjoy this magical tale. "The Magicians' Guild" is a friendly read for people of all ages. It's a creative and original piece, written by a writer who clearly has a feel for the fantasy genre. I recommend this book to all who enjoy a good fantasy tale.
The second half of the book was much better,
Overall a pleasant read.
Sonea, dwells in the Slums of the city, who's king commands the Magicians every winter to drive the disreputable from the streets. Each year the street children protest this practise by throwing stones - harmless fun,
The style is light easy and fast reading, but the main characters are well carefully drafted. The magical system is well thought out. The single most annoying facet is the way of attributing normal creatures made up names - 8 legs, spins webs, poisonous bite: sounds like a spider to me, but no it's a Faren - but the discription comes in dribs and drabs so that initially the reader doesn't know anything about them. This grates all the way thorugh the book.
The sequal is carefully set up - Who is the mysterious figure returning to the Guild dripping in blood? What is the role of the Thieves in the city? are the neighbouring countries as quitescent as they seem? Are the Guild really as bad as all that?
I thought Sonea had an unusually strong grip on her own
A binding, fascinating story.
I'm sure some say, it's like so many others and others say, it's different.
I simply love them, am reading book Nr. 3 right now and am already regretting that it soon will be over.