From the author of Marianne, the Magus, and the Manticore comes a brand-new fantasy. The students of Schooltown spend years learning the rules before they go out into the Game--as sorcerers, princes, dragons, and pawns. It moves with all the precision of a chess game with fate!--Roger Zelazny.
Sheri Stewart Tepper was a prolific American author of science fiction, horror and mystery novels; she was particularly known as a feminist science fiction writer, often with an ecofeminist slant.
Born near Littleton, Colorado, for most of her career (1962-1986) she worked for Rocky Mountain Planned Parenthood, where she eventually became Executive Director. She has two children and is married to Gene Tepper. She operated a guest ranch in Santa Fe, New Mexico.
She wrote under several pseudonyms, including A.J. Orde, E.E. Horlak, and B.J. Oliphant. Her early work was published under the name Sheri S. Eberhart.
I first read this book in 1985, in the UK, when the three short novels that make up the series were published as a beautiful Trade Paperback under the title "The True Game".
It had a huge impact on me at the time and made me a Sherri Tepper fan for life. "The Gate To The Women's Country" and "Grass" are still two of my favourite Science Fiction books.
I decided to refresh my memory of it by listening to the audiobook and see how I feel about it after thirty-one years.
Sadly, there is no audiobook version, so I had to settle for Kindle, who sell the books separately outside the UK.
"King's Blood Four" was Sheri Tepper's first novel. although, at just over two hundred pages, it's a little short to be a stand alone novel.It introduces us to a world where those who have a talent for magic live in a many-layered hierarchy, determined by a taxonomy based on the type and strength of their powers, and spend their time waging "The True Game", a ritualised form of warfare, on each other.
Those who suffer most under this arrangement are the Pawns, normal humans with no powers, who's life force if often consumed by those with talents to fuel their magic
When I first read it, I was impressed by the breadth and the originality of the ideas and the refusal to accept that war is or should b,e a game.
Reading it again, I still found the ideas plentiful nnd powerful. I was struck by the way charisma is portrayed as magic that enables leaders to make followers love them while preventing their followers from seeing who they really are
This time around, I found the writing a little thin. The book seemed more aimed at young adult than I remember it and I found I was kept at an emotional distance by the detached, dispassionate way that Peter told his own story.
Perhaps, if I was able to erase my memory of my first reading of this book, I could come at afresh and rediscover my enthusiasm for the book and its ideas.
As it is, I won't be re-reading the other two books in this trilogy. I'd rather keep my memory in tact.
So much meat and depth in only 200 pages. Interesting characters, strange worlds, and a magic system that is complex, well-drawn, and completely fascinating. While the story and adventures themselves are entertaining on their own merit, Tepper also smartly and seamlessly integrates commentary on power, on those who have it and those who use it, on the contempt that power breeds, on the vanity of those who have it. For such a short book, it is not a quick read, but the book is never slow, either. So many descriptions, action, and ideas packed into each sentence. The book is lean and strong, and most excellent.
King's Blood Four definitely goes into the stack of 200(ish) page classics from that long ago time when adult books were published at only 200(ish) pages. Time to start book number two, Necromancer Nine.
Okay. Peter is the classic fantasy hero who doesn’t have a clue at the beginning of the story. But there is a twist. And the land of the true game is a fantasy invention par excellence.
I like to drown in long novels, but I also appreciate when authors create an interesting universe, great plot and believable characters - with subtle means and all in the space of 200 pages. Savouring the rest of the Land of the True Game is going to be a lot of fun.
A surprising 4.5 star read! The first 20 percent of King’s Blood Four has a lot of worldbuilding terms to learn, so it took me a while to get fully into it, but once I got it I was hooked! King’s Blood Four made me think of chess and Dungeons and Dragons while reading, especially because of the wide variety of possible types of Gamesmen.
Gamesmen are characters with various abilities they use during warfare, which they refer to as The True Game, something their entire society revolves around. Pawns are characters who don’t possess abilities. The Gamesmen draw power from the Pawns in order to fuel their own abilities. While at war, Gamesmen often end up sacrificing Pawns in order to win.
King’s Blood Four had a surprising amount of depth with its commentary on class and power, interesting characters, and worldbuilding that gets progressively more and more fascinating. This is the first book by Tepper that I’ve read, and I already suspect that she’ll be a favorite author!
I’d highly recommend this one if you are a reader who: - enjoys Dungeons and Dragons - can handle complicated worldbuilding - isn’t bothered by books with a more removed style of writing - is down for a “Chosen One” sort of story
OMG so good. Tepper wrote "Grass", which was also very good, which got me wondering about what else she had written. And this is fantastic - well written, quick reading, featuring all the elements of a good story. There is a lot of depth - a vast history - that is hinted at, powerful and interesting characters, so much going on. I'm so impressed. This book had some of the feel of an Octavia Butler book, but crossed with Lord of the Rings.
I read this book several times & liked it, but really wanted to find the rest of the series. I did finally find them & it was interesting. The second trilogy was a disappointment, though.
There are an interesting set of powers, social groups & areas that are based on chess. The plot is pretty standard, but the window dressing is fairly unique & well done.
I've been on an older fantasy kick -- stuff from my younger days or a bit before. I don't really know how to explain it, but there's a particular feel a lot of it has. There's a sort of particular delight about the world building that tends to be more concise because the books were usually shorter back then. (not that I dislike an epic fantasy tome that details the world almost to the point of exhaustion when I'm in the mood for that) There's a love for the outcast protagonist that acknowledges that they aren't accepted by everyone -- but they do end up in a found family. The writing can be beautiful but, as with the world building, can only go on so long. I dunno. It's immersive, yet the length and the style of the time period seems to mean that there will be more gaps to fill in with my own imagination and logic leaps. I don't know that I'm explaining this well at all, but there is definitely a feel and I've been reveling in it. The recent McKillip and Jones novels I read were perfect. Then I came to this Tepper...
It WAS a fascinating book and I do think I will read more because I want to know what happens (also, I own the whole fist trilogy and one book in a later trilogy). But wow, it started off with one of my least favorite tropes -- one I'd forgotten was more common back then. So, this is first chapter stuff, but we almost immediately begin with an adult teacher having a sexual relationship with his fifteen year old student. Now, icked out as I was, I did try and make some excuses. The whole thing is referencing the all-male boarding school experience. There was even a throwaway line about how the main character is being bullied because he didn't want to sleep with another student. The place feels a bit medieval, so maybe people are considered adults at fifteen...? But no, events show that the older man is definitely a predatory, pedo villain. Sigh. There isn't a single well-adjusted adult gay character referenced in the book and the protagonist, despite his gross relationship, is apparently so innocent that he doesn't seem to really know what sex is, though people keep explaining that he will be interested in women some day.
Yes, I realize it was a product of its time, but since I'm not writing an academic paper about the book, I can judge it against the things I can read today that don't have gross tropes so tightly woven into the plot.
Other than that, the protagonist is kind of a boring blank slate, so it's a good thing the people around him and the world is a whole lot more interesting. The book also really could have used a glossary. Even just a list of what the powers are.
I guess this makes it sound like I hated it since I've only complained so far. Without the homophobic feeling stuff this would have been a solid four star read. The game rule stuff was fun, learning about the powers and land was fascinating, the beginnings of the twist were engaging... And, this is Tepper, so there was definitely going to be a Message in the plot, but this is a pretty short novel so that didn't take over the narrative as much as it sometimes does in her longer works.
I'm not entirely sure what to think of this novel. For a short fantasy book, it sure feels like it takes a long time to get started. The first 25% or so is an exercise in baffling the reader with new terminology and odd rules that at first appear to be from an RPG, but which later become more explicitly the rules of the magic system of this world.
To me, this entire story felt like a tabletop strategy game that the author had played, and then spun a tale out of. It makes sense, inasmuch as the world has internal consistency, but most of the events have a kind of pre-determined feel to them, and things seem to happen just because they need to happen. Maybe I'm used to more ponderous fantasy stories that fill out their pages with description and character, but King's Blood Four is more like a plot outline than a fully fleshed out story. The logistics and timescale/distances of the plot don't bear too much close inspection, and it often feels like the author has used a mouse to select her game pieces and then placed them on the game map.
That being said, I did find myself enjoying the book once it got going. I was curious to see where it led. And if it did appear to be another iteration of the "Chosen One" trope, it at least has the USP of fantasy from that short period of time between the release of Dungeons & Dragons and the advance of videogame technology to be able to portray game-worlds in beautiful visual detail. It's probably an artifact of the early '80s that doesn't make as much sense now as it did then - with the redeeming element of the meta-textual commentary on the gamification of fantasy fiction, and perhaps the fate of NPCs (who in this world are explicitly called out as 'pawns', to be sacrificed by the players whenever the need or whim arises).
I might check out the remaining volumes in the trilogy, but I'm in no particular hurry to.
I am not sure that this is Sheri Tepper's first novel, but it is certainly the one that put her on the creative map. Tepper introduces a now world, an unusual theory of magic, and a striking hero. One of the things I appreciate while reading it is that it refused to lie down and just be a 'coming of age' tale of a new mage. Instead, every time you settle into what most would think was 'the plot groove' something unusual happens to prove that not only is nothing as it seems, but that the price of power can be dreadful.
Peter is a young student at Mertyn's school at Schooltown, where young potentials go to find out if they will be players in the true game, or pawns. He is still a novice, and has demonstrated no great skill when Mandor, a Prince and gamesmaster, takes advantage of their friendship. Mandor deliberately tries to sacrifice Peter in an unsanctioned game declared against King Mertyn. While Mandor is undone and banished, Peter is badly injured. Mertyn decides that it would be best to send Peter to study at the school at High Demesne.
Peter, accompanied by his friend Yarrell and Chance, who serves as cook, advisor, and guide, set out across the lands of the True Game, The reader gradually learns the language of the place, with mind reading demons, princes full of glamour, heralds who fly and are the voices of kings, and perhaps a shape changer or too. All of this sounds wonderful until you find out that what fuels power is heat. When the heat in the great furnaces fails then the pawns are drained like sticks of wood. In Peter's world, a game once called is a death sentence for those who fail.
Eventually, Peter will meet with Himaggery, the wizard of the Bright Demesne, Silkhands the Healer, and many other quirky and sometimes horrific characters. He discovers that he is being sought by suspicious characters a purpose he does not comprehend. With danger all about him, Peter enters a quest that will grant him insight into his history, his powers, and the importance of heresy.
This book is a treasure of modern fantasy. The characters are compelling, and Tepper has the minimalist's skill for bringing images to life with a few sure strokes. She also has a solid sense of the mechanism and ethics of magical powers, and manages to demonstrate this without overbearing lectures or any more tragedy than is absolutely necessary. "King's Blood Four' and its sister volumes are required reading for those who want to understand how modern fantasy came to be more than a perpetual rehash of archetypes and elves.
The storyline was something very different for me. The basic plot is that life is simply a chess match. Those that I would consider "noblemen" were called Gamesmen and had specific powers related to their position in The Game. The peasant-type characters were called Pawns and were subject to the will of the Gamesmen and could be sacrificed for the benefit of the play if necessary.
The protagonist, Peter, is a 15 year-old boy who's powers are just beginning to manifest due to the dire circumstances he finds himself in.
This book is more fantasy than science fiction and I'm not sure that it strictly meets the guidelines of the SF reading challenge but it was a recommendation and I went with it. The writing is well-done and the story is interesting and different.
I'm reading this in the omnibus but logging the books individually. This was fun and engaging -- Tepper's world building skills are phenomenal, especially with such a short book. The building takes time, though, which leads to a rushed climax and two page denouement that might leave me disappointed if I couldn't just turn the page into the next book. I'm really excited to see where she takes this world - it looks like there are several related series after this trilogy.
Edit: it strikes me that this might be considered by some to be YA which makes it all the more impressive
Fantasy world in which people have magical talents and fight each other using them. This could be sooo boringly formulaic, but Tepper manages to move things along in various pleasantly surprising directions, in a nicely balanced style that is neither too flat nor too flowery and is a joy to read. The characterisation is somewhat lacking, but maybe that will get more "page time" in the next two books of the trilogy, which I am keen to launch into after this well-crafted introduction.
While some of the writing is unpolished, King's Blood Four, which is Sheri S. Tepper's first published novel, showcased the creativity that keeps me coming back. Others have written books based on chess games, others have written fantasy novels with multiple psychic powers, Kings Blood Four uses both as the backdrop for a clever coming of age story.
This is a favorite and has been for 25+ years. Tepper's worldbuilding and sense of whimsy (without sacrificing gravity) still amaze me. First volume of the first if three trilogies, and the characters and world get richer and richer with each chapter.
Summary: King’s Blood Four has an interesting setting and magic system, but suffers from a meandering plot and a somewhat dull protagonist. It’s a fun read, but doesn’t follow much up on its ideas.
Recommended for fans of classic fantasy
Not recommended for those who dislike young protagonists
Recommended for those looking for a magic system that informs the setting
Not recommended for those looking for a deeper story
Oh boy, what a cover this book has. King’s Blood Four is the tale of a fifteen year old names Peter, at a school to learn about the True Game. When he is manipulated and used as a pawn against the King by his older, supposed friend Mandor, he is sent away from the school to learn elsewhere.
The setting is a somewhat unique one, where the rules are all that matters, and you’re either a player, or a pawn. The players have abilities, and are given titles based upon what abilities they hold – Demons can read minds, Armigers can fly, Princes can beguile others, and a plethora more combine different abilities albeit in weaker form than those that just have the one. Then there are the rules, which seem to be terms of conflict codified for the entire world. There are many things that are forbidden (but people often do them anyway).
It’s an interesting world to explore, and Tepper does touch upon the power disparity between those who have abilities, and the Pawns (regular powerless people) who are expected to be used by them. Peter’s friend and travelling companion Yarrel is a pawn who has ideas about how things could be different, and I get the feeling that some of this is setup for events to come in a later book.
Peter himself is a pretty standard classic fantasy character, young boy, with some mystery surrounding him. He mostly lets the other characters pull him around until towards the end of the book, where things get a bit more exciting. He starts the book incredibly naive.
Once he leaves the school, Peter is chased by a pawner (slaver) for reasons unknown to him, and he also gets tangled up in a couple of other conflicts of other characters that come to a head. The plot involves a fair amount of travelling and escaping.
The characters in general I liked, but didn’t love, it’s a short book for the amount of things that happen, and many main characters barely get described or developed beyond a few key traits.
Despite my misgivings, I enjoyed reading King’s Blood Four. There’s a certain classic charm to it that just worked for me, and I can see a lot of other people having a good time with it too. Recommended for those who don’t mind a somewhat cheesy classic fantasy with a somewhat novel setting.
"Land of the True Game" is a science fiction and fantasy series written by Sheri S. Tepper, consisting of three books: "King's Blood Four," "Necromancer Nine," and "Wizard's Eleven." First published in the 1980s, the series takes place in a vast, mysterious universe known as the True Game, where powerful wizards and cunning tricksters vie for power and control.
One of the most striking aspects of the series is its complex and intricate world-building. Tepper has created a richly detailed universe, complete with its own myths, legends, and customs. The world is divided into different realms, each with its own unique characteristics and rulers. From the lush forests of the Green Region to the desolate wastes of the Red Region, the True Game is a fascinating and dangerous place.
The characters in the series are also well-developed and memorable. Each book follows a different protagonist, allowing the reader to see the world through different eyes and gain a deeper understanding of the True Game. From the brave and resourceful Jorin in "King's Blood Four" to the enigmatic and powerful Gavi in "Necromancer Nine," the characters are all flawed and complex, making them both relatable and intriguing.
One of the major themes of the series is the nature of power and its corrupting influence. Throughout the books, we see how the desire for power can lead to betrayal, violence, and even madness. However, we also see how selflessness, compassion, and love can be powerful tools against those who seek to do harm.
Overall, "Land of the True Game" is a highly imaginative and thought-provoking series. Tepper's world-building is masterful, and her characters are both engaging and memorable. The books deal with weighty themes, such as the nature of power and the importance of empathy, without sacrificing the pace and excitement of a good fantasy novel. If you're a fan of science fiction or fantasy, I highly recommend this series.
Delightful fantasy trilogy with chess game ambience with many pieces (talents), each with their own designation, cool magical function and chess piece like dress code. The protagonist starts learning the rules and the set "games" in game school. War is called game. Conflict happens, adventure ensues, and gradually he discovers he does not like to be played, while others like to play too bloody much, and the villainous King and Queen play their opposing part. The other two trilogies are as enjoyable as the first and turns what we believe about this world and what happened in the first trilogy completely topsy turvy in a good way. It is nice with something that is refreshingly different and innovative but still familiar enough at the same time. It was a while since I read it but it is absolutely part of my "don't throw away" stash.
This is a re-read of a old book from the old-moldy past (mine). I'd forgotten how word dense a writer she is and how I needed to keep a dictionary close at hand since this wasn't on Kindle (oh, how spoiled we become). I appreciated how she transitioned from 1st person (Peter) using him as a vehicle to provide a 3rd person overview of things happening while he was off stage. As always, she's got fully-fleshed out characters and my mind is trying to wrap itself around "The Great Game." Clearly, this is calling for a re-read of all the books (9 of them).
I didn't realize this was Tepper's first book until reading the reviews here. It's a good first novel and sets out the games board for what, I imagine, will follow in the rest of the series. Some of the tropes are very familiar -- the unknowing "chosen one," the dueling wizards/kings, the many Talents -- but it's all interesting and great fun. Easy to read and quite suitable for YA, although there is reference to male on male intimacy and a disturbing rape.
I love this series so much and have learned from stepper’s skills as a writer. The series starts with a bang with the book, which draws us into the Trie Game with fascinating detail, not failing to show us the cruelties and flaws of the Gamesmen and the Game itself. My only regret is that there seems to be no electronic version of the series available. I have had to resort to my old paperback editions to reread it.
A nice quick read, the kind of retro fantasy I love...although there was a rather shocking bit at the beginning that I'm not fond of.
It's also got a functional, interlocking, interactive magic system similar to something Sanderson might come up with, but in 1983, which is pretty cool.
Edit: One critique is that I don't like the way the final scene fell out. It was a bit muddy and unclear, especially in comparison to much of the rest of the book, that it felt either rushed or minimally edited or something.
My first experience with this author and I understand this is her first book. Anyway I found it somewhat interesting but I don't know if it really grabbed me, at least it didn't wear out its welcome.
I really enjoyed this book. Tepper’s prose is sharp and evocative. Her sense of empathy is infused in her characters and helps bring this fantastical world to life. Love the magic and the world building. Can’t wait to dive into the next one.
From the author of Marianne, the Magus, and the Manticore comes a brand-new fantasy. The students of Schooltown spend years learning the rules before they go out into the Game--as sorcerers, princes, dragons, and pawns.