This is the story of how Raymond Feist had a very good Dungeon Master.
I recently read this book for the first time since sixth grade. I adored it in sixth grade. I find I still have some affection for it now.
Like many young nerds, Raymond loved to play Dungeons & Dragons. His Dungeon Master who ran the game was a fan of the two preeminent world builders of his day: JRR Tolkien who had created a now familiar fantasy world of elves and dwarves that celebrated Western myth called Middle Earth, and a lesser known figure named MAR Barker who created an alien, more science fiction world, with an Oriental flavor called Tekumel. His DM took these two settings, loosely filed off the serial numbers (Middle Earth becomes Midkemia, Tekumel becomes Tsurani), and set an apparently well beloved game on those worlds with the interesting premise - "What if these two worlds came into contact?" Young Mr. Feist, enthused by the mind-blowing concepts that the game introduced to him, and apparently largely unaware that all this is mostly coming to him second hand rather than out of the mind of his formidable Dungeon Master, and having thoroughly enjoyed the story that was collectively produced, decided to novelize the game and its major themes in his first novel: "Magician".
The 1st edition AD&D tropes are rattling behind the scenes of this novel so hard, you can hear the echo and rattle of the dice every time you turn the page. What isn't derivative of Tolkien, or Barker, is derivative of Gygax. Virtually every feature of the story can be found in some page or the other of the D&D rules, so that if you are in the know, then you know the Hit Dice of pretty much everything on the page. Most readers will pick up on the Tolkien quite easily, and indeed much of the first half of the book has repeated echoes of The Fellowship of the Ring. Only the very well read will pick up on the even greater influence of MAR Barker.
So if it's all so derivative, what saves this work from the scorn rightly heaped on works like Terry Brook's 'The Sword of Shannara', especially given the Gifted and Talented High School level prose and character depth that the story is written in. And why don't we remember MAR Barker better, rather than his second hand plagiarist?
Well first, because Feist is a better story teller than MAR Barker, and indeed a better story teller than just about anyone who has ever tried to turn the transcript and ideas of a D&D campaign into a novel - certainly better than anyone who had tried to that point, including the redoubtable Gary Gygax. Just as I can see through the text into the game that was played, I can also see the alchemical transformation Feist has pulled on the characters and story of the game to make it suitable for his Bildungsroman. Feist paints a daub of foreshadowing, and a touch of metaphor on to the canvas of his game, and turns his protagonists into something a little more than playing pieces gaining experience points.
The other important thing is that because we get the source material by a distant hand, having been once revised and transformed by Gygax, and then revised and transformed again by Feist's skilled DM from Gygax, Tolkien and Barker, and then once again revised and transformed by Feist, the ultimate result is something almost wholly new. This isn't the same process of reading The Lord of the Rings, being blown away, and then retelling the same story again with the serial numbers filed off that you see in 'The Sword of Shannara'. By the point we the reader get the story, the settings are plagiarized, but the story is a new thing. I've long thought that creativity is what you do to fill in the spaces when you get something wrong, forget something, or can't see something clearly. What's interesting about the Riftwar Saga is that for all the quality in the source material, all the really good stuff in this story is in those invented spaces.
But for all of that, this story is saved and ennobled by one thing and one thing only - the character of Tomas Ashen-Shugar. Without Tomas, the rest of the story is as deep as a thimble and as forgettable and derivative as any number of Tolkien inspired epics that came out in the decades following the publication of 'The Lord of the Rings'. But the story of Tomas, who is mortal and immortal, who lives simultaneously in two times, and where cause and effect become jangled up so that the future and the past are one and the same, ends up creating one of the coolest and most interesting characters in all of fantasy. In the over used trope of time travel, Tomas's story is by far one of the most effective uses of Time because it never once pretends that it is linear and so never creates the paradoxes involved in escaping from the linear flow of time but acting as if cause and effect can just proceed as normal.
Sadly though, all that redeeming value is mostly in the three following volumes. This first volume ends up mostly being exposition and introduction, is dreadfully slow, and forces the reader to suffice with the wonderful foreshadowing of two boys with fantasies of manhood, where one says, "I will be the greatest warrior that ever lived.", and the other says, "I'll be the greatest magician that ever lived", and then we get the beginnings of the story of how they become just exactly that.