Recently I reviewed Heir of Thunder by Karissa Laurel, the first book in the Stormbourne Chronicles. You can read that review here. The second novel in the series, Quest of Thunder, has just been released and I am excited to share the next part of Evelyn Stormbourne’s journey with you.
Evie must restore her divine abilities, or be enslaved by her enemy’s dark Magic
Evelyn Stormbourne has overcome revolutionaries, pirates, devious relatives, and powerful Magicians to claim her birthright as Lady of Thunder, but before she can embrace her dominion over the skies, her powers falter, leaving her impotent and adrift. Under the protection of her stalwart companion, Gideon Faust, Evie hides in anonymity and searches for news of the Fantazikes who had once promised to help her master her divine abilities.
Without her capacity to control the storms, Evie wonders how she’ll ever reclaim her throne—a legacy she’s not convinced she deserves. But when a fearsome nemesis from her past reemerges, she embarks on desperate quest to find the Fantazikes and restore her powers. If she fails, her enemy’s dark Magic will enslave her, forcing her to destroy everything and everyone she loves.
Review (Spoilers Ahead)
Evie, heir to the Throne of Thunder, is still on the run from a group of dark magicians who want to rob her of her birthright. To complicate matters, she has lost control over her own magic. Without her magic at full strength, she cannot hope to protect herself and reclaim her kingdom. Evie describes her situation in the following manner:
“My powers are unreliable, my allies are few, and I have good reason to believe I’m being chased by a group of powerful and malevolent Magicians. It’s not safe for me to go home yet.”
Still, Evie is adjusting to life outside of the palace with the help of Gideon and his sister, Marlis. She doesn’t want to live in exile forever, though, and works to reestablish her magical abilities. But this practice inevitably draws attention to her whereabouts from both friendly and unfriendly forces.
Evie feels that reconnecting with the Fantazikes (her allies in Book One) is the best chance for her to regain control over her powers. Not willing to put her friends in danger any longer, she joins a traveling circus that just happens to be en route to the last known location of the Fantazikes.
And what a circus it is! This is a steampunk world after all, and the circus animals, wagons, and some of the acts reflect this:
“Light reflected from the beasts’ metallic surfaces, exposing skins of brass, iron, and copper. Subtle gear-works clicked and purred as the animals shifted, mimicking the movements of their live counterparts. Dull bladed feathers, like rows of butter knives, fluttered as birds flapped their wings. The unicorn’s horn glowed a warm gold as she pawed the ground. The elephant’s trunk curled upon itself with a tink-tink-tink of metal joints compressing. He flapped his great ears, raising a breeze that stirred loose hairs around my face.”
This is the type of detailed world building that I love to see in a steampunk novel. Laurel takes the exotic setting of a circus one step further by adding mechanical animals and transports. She also doesn’t over-describe the steampunk elements. It is very easy for a reader to picture the bird feathers that look like butter knives, for example. It reminds me of Stephen King’s advice in On Writing: Add just enough description so that a reader can share the writer’s vision. Be clear and succinct.
Will Evie find the Fantazikes? Will they help her regain her powers? Will she develop enough of her powers to re-take her kingdom? Is this the destiny she wants for herself, or will she choose another path?
I cannot wait to read the next book in the series. I highly recommend both Heir of Thunder and Quest of Thunder for anyone who loves steampunk, fantasy, and adventure.
Starter Zone, the first book of my new YA/LitRPG series, The Revelation Chronicles, is now available in print, e-book, and on Audible.
When hydrologists inscribe the consciousness of a human mind onto a single drop of water, a Revelation sweeps the land. The wealthy race to upload their minds into self-contained virtual realities nicknamed Aquariums. In these containers people achieve every hope, dream, and desire. But governments wage war for control of the technology. Terrorist attacks cause massive destruction. The Aquariums fail. Inscribed human minds leech into the water cycle, wreaking havoc.
Street gangs rule the cities in the three years since the fall of civilization. Sixteen-year-old Cami and her younger sister Alby struggle to survive. Every drop of untreated water puts their lives in peril. Caught and imprisoned by soldiers who plan to sell them into slavery, Cami will do anything to escape and rescue her sister. Even if it means leaving the real word for a life in the realms, a new game-like reality created by the hydrologists for the chosen few.
But life in the realms isn’t as simple as it seems. Magic, combat, gear scores, quests, and dungeons are all puzzles to be solved as the sisters navigate their new surroundings. And they encounter more dangerous enemies than any they faced in the real world.
Time to play the game.