A crippled child seeking courage and identity. An exiled sorceress seeking redemption. A spaceman in an alien’s body, seeking justice: Three quests joined together beneath a moon of three rings.
Orphaned, deformed, Farree was a beastmerchant’s slave in a spaceport slum. Suddenly he and his only friend, a venomous hunting pet, Toggor the smux, were released by two strangers: Lady Maelen, the Moon Singer, a psychic, body-stealing sorceress; and Lord-One Krip Vorlund, a telepathic ex-Free Trader. With their encouragement, Farree began to learn self-respect as his limited mental rapport with animals grew into a full mind-touch.
But Farree’s freedom brought new perils: Maelen and Krip had earlier stopped the intergalactic Thieves’ Guild from looting Forerunner artifacts, and the pirates had marked them for death. On planet and in space, the three and their beasts repeatedly fought off Guild attacks, as their course led to the planet Yiktor—Maelen’s homeworld, from which she had been exiled by her people, the Thassa mindmasters. But now she had to return: a secret Guild plot centered on Yiktor, the pirates had perfected a mind shield, and the non-technological Thassa might not be able to stop the plundering of their world.
Thus, with Farree, Krip and Maelen each helping and protecting the others, the triple quests began. One would lead to success; one to disaster, destruction and terrifying devastation. And one would lead to an incredible transformation, to the emergence of a being whose beauty, grace and power had never before been seen in the galaxy; and to a great—and possibly unsolvable—mystery…
Andre Norton, born Alice Mary Norton, was a pioneering American author of science fiction and fantasy, widely regarded as the Grande Dame of those genres. She also wrote historical and contemporary fiction, publishing under the pen names Andre Alice Norton, Andrew North, and Allen Weston. She launched her career in 1934 with The Prince Commands, adopting the name “Andre” to appeal to a male readership. After working for the Cleveland Library System and the Library of Congress, she began publishing science fiction under “Andrew North” and fantasy under her own name. She became a full-time writer in 1958 and was known for her prolific output, including Star Man’s Son, 2250 A.D. and Witch World, the latter spawning a long-running series and shared universe. Norton was a founding member of the Swordsmen and Sorcerers' Guild of America and authored Quag Keep, the first novel based on the Dungeons & Dragons game. She influenced generations of writers, including Lois McMaster Bujold and Mercedes Lackey. Among her many honors were being the first woman named Gandalf Grand Master of Fantasy and SFWA Grand Master. In her later years, she established the High Hallack Library to support research in genre fiction. Her legacy continues with the Andre Norton Award for young adult science fiction and fantasy.
A touch of Hans Christian Andersen in space as the young, apparently ugly duckling alien outcast Dung transforms into Farree and becomes a very fine swan indeed.
The adventure story is very Norton with the usual trademarks of an orphaned and abused protagonist, underground tunnels, Forerunner artefacts, and lots of chases with quick thinking heroes. Unfortunately the pace is quite pedestrian and predictable. The novel follows on from Exiles of the Stars. Maelen and Krip, not particularly comfortable in their new bodies, move on from Sekhmet to return to Yiktor and the land of the Thassa. Maelen desperately wants to contact the Thassa hierarchy at the time of the Three Rings and regain her first identity.
Once on Yiktor they come across the green-skinned Dung and his associate the small insectoid Toggor the smux, a little killing machine of a predator who turns out to be one of the main character attractions for much of the story. Maelen and Krip rescue them from a brutal animal trader called Russtif and set about their business.
They soon find that the Thieves' Guild are on their trail, having never forgiven them for disrupting the Guild's exploitation of Sekhmet. The Guild members quickly assume the role of vengeful bad guys and force the adventure along into the lost lands of the ancient Thassa and Maelen's ultimate choice of preserving that civilization's technological marvels – and risking the Guild stealing them – or destroying everything that is the Thassa's past and remaining in her humanoid but alien form.
The story has much in it of fairytales: the Thassa could be elves from the realm of an Elizabethan-like Faerie world, not necessarily kindly towards humans and best left to their own devices; Farree, as his name points, has something of a traditional fairy in him, or perhaps a sprite; and there is the lost Shangri-la of the Thassa with a tower on an island, in a lake, surrounded by wild woodland in the midst of a wasted arid land. As in many fairytales there are also changes of identity: Farree finally transforms from awkward, stumbling Dung bowed under a seeming kyphosis into a graceful fluttering creature of the air; Maelen longs for change while knowing she is fighting the rigidity of Thassa laws and traditions; while Krip is left to wonder how much of his personality is truly human any more. Toggor, the ever hungry smux, remains the constant anchor to a stable reality – something a fairytale often needs.
The ethics of treating disability and difference comes out well for a novel first published in 1986. Maelen and Krip have great respect for Farree even in his early status of the downtrodden Dung, enhanced a little by his telepathic ability, and both are genuinely fascinated and joyous when his true nature is revealed. Even the Thassa elders respect what Maelen and Krip have become, only reluctantly denying Maelen her wish. Everything is set up for another sequel to unravel Farree's ancestry and destiny.
The third of the Moon Singer books (, with an odd twist. While Krip and Maelen are still here, the book's PoV shifts to a new character, Farree, a crippled ex-slave carrying around a secret.
Farree is so beaten-down, so unable to relate to others (even Krip and Maelen), so insular in his perspective, that I found the book significantly less engaging than its predecessors. Though we get back to Yiktor (Maelen's home world) and get a bit of the "hidden ruins guarded by magic" tropes that Norton excelled in, it's just not that interesting, and Farree's final reveal couldn't save it.
This third tale continues the sage of the rescue of Dung, a hunchbacked cripple from Grant's World, and his spider friend Toggor brings him home to his people, where he is not as welcome as he thought he would be. The crew of the ship he travels on is carrying strange treasures, to be brought to a religions vaults to be used for who knows what kind of rites. The priest accompanying the treasure sabotaged the ship, forcing it to land on a planet called Sekhmet, which is not as uninhabited as it is listed. A psychic sorceress, a telepathic adventurer, and deformed ex-slave use their extrasensory powers to stop an intergalactic organization of thieves from looting the planets.
While the crew of the ship work on repairs, the 3 main characters explore and find that this world has its own unique inhabitants. The planet, properly named Yiktor, is a frightening place for the youngster, and his experiences there change him - forever.
This is a good book, I read it as a adule when it first came out in 1986, again when in my late 50's, and now in my 70's. I still enjoy it as one of my favorite book.
Spoiler alert, don't look at the cover or read the title! Some editor f'ed up.
Dung/Faree is one of the protagonist types that often appear in Norton's work is the juvenile living in desperate conditions, in this case barely scraping together a living on the fringe while being abused by those around her. Her use of this type of hero dates back to the mid-50s when most other authors were using middle class WASPs as their lead characters. Just one of her contributions to the genre.
Another major pattern that shows up is her powerful and sinister Thieves Guild, with its upper class Veeps and lowlife Jacks, a very Mafia like organization with access to exotic and forbidden technology that they have stolen over the centuries as well secret informers and partners embedded in legitimate organizations. While not original, she does a good job with her crooks!
And of course we have more wee beasties along with psychic powers combined with an exciting adventure story. A great read.
the ending is always so rushed in these that's so upsetting also i wanted more toggor content. loved him in the beginning but then he was used more like a tool instead of really having this friendship connection with farree and i don't like that i'm more upset with this as the other two because i think this had the potential to be my favourite but it just didn't go there ://
I had read all the 4 novels of the Moon Singer series and except for the last, found all very interesting. The second one was best in my opinion, the one which unfolds in Sekhmet.
I could not get a hold of the second book in this Moon Magic series, so I went ahead and skipped to this third entry. I enjoyed the story, but it simply did not seem as magical to me as the first in the series. I think one of the reasons is that in this entry, Krip and Maelen do not do the narrating, but are seen more at a distance. In this story, Maelen is in a female body, apparently having appropriated one in book 2. Krip is still in Maquad's Thassa body. Krip and Maelen, while in a bad part of town called the Limits, rescue a small, spider-like creature (a smux) from a fellow who used the creature for fighting and betting. Along with the creature comes a hump-backed fellow with green skin called Dung by those around him. But Maelen insists on calling him by his true name, Farree. He has been living in the Limits for some time but doesn't remember where he came from originally. He only knows that he has never seen anyone else like himself. From hints in book 3, we know that Maelen and Krip upset a guild of thieves in book 2 and disrupted their operations. Now Maelen wants to get back to Yiktor, from where she has been exiled. She and Krip have a ship for which they are seeking a crew. They find a couple of crew and take off. But the crew have been ordered to take the Thassa prisoner and fly them somewhere else. However, the crew cannot get into the compartment where the navigating tape is protected, and the flight to Yiktor is accomplished anyway. In the meantime, the crew have tried to incapacitate Maelen & Krip, but with Farree's help, their plan is foiled and the two crewmen are imprisoned. Maelen, Krip, and Farree are called to a council meeting of the Thassa, where Maelen is questioned about her return to Yiktor. They respond that they are aware that the Guild may be trying to steal Thassa secrets. When they get back to their ship later, they see that the crewmen are being rescued. I forget how, but somehow the Guild manage to kidnap Farree and take him to one of their hideouts. They want to find out what he knows about Thassa secrets, but of course, he knows nothing. The smux and Krip manage to break him out and they return to the vicinity of the ship. Soon, the Guild arrive and try to break into the ship. But Maelen has found an animal friend that can form illusions. She forms an illusion of a creature so formidable and vicious that the guild members give up trying to get on board. Eventually, the Thassa leaders decide to have Krip and Maelen try to find the old knowledge that the Thassa have hidden. After much work and trial and error, they find a mountain with a hidden door that opens onto corridors. Finally, inside one of these corridors, the hump on Farree's back that has been throbbing and itching unbearably breaks open. Damp wings unfurl from his back and for the first time in his life, he can stand upright. Krip and Maelen are awed that Farree has transformed into a winged creature. They continue to follow the corridors that lead to a forest which rings a lake. In the middle of the lake is a small island with a tower. Farree is able to fly across the lake and examine the tower, and after Krip gives him a camera, he takes photos of the odd designs formed around the tower. Maelen believes they are some kind of protection, and to enter the tower, one must know the exact sequence of stepping on the designs. When a flitter of Guild thieves shows up, Maelen, Krip and Farree hide. The Guild members foolishly try to enter the tower and burned to a crisp in an explosion. When they try again to enter the tower, not only is their flitter destroyed, but the tower as well. Returning to the Thassa council area, Maelen is distraught that she is the cause of the loss of all that Thassa knowledge, but the council decide that it was probably just as well that no one has access to the information any more. At the end, Farree voices a desire to find out who he is and where he comes from.
This entire review has been hidden because of spoilers.
This third tale continues the sage of the rescue of Dung, a hunchbacked cripple from Grant's World, and his spider friend Toggor . The crew of the ship he travels on is carrying strange treasures, to be brought to a religions vaults to be used for who knows what kind of rites. The priest accompanying the treasure sabotaged the ship, forcing it to land on a planet called Sekhmet, which is not as uninhabited as it is listed.
While the crew of the ship work on repairs, the 3 main characters explore and find that this world has its own unique inhabitants. The planet, properly named Yiktor, is a frightening place for the youngster, and his experiences there change him - forever.
This book introduce the character of Farree, and I felt like there wasn't much plot, really - just a kind of predictable character development that I hope will be resolved in the next book, 'Dare to Go A-Hunting.' Honestly, I was kinda disappointed. This book left a lot of strings dangling and I was kinda disappointed with the lack of plot development.
This was a very interesting read and I have to admit, the cover drew me into the story idea more than the description. I was more a fan of the Witch World series than any of the others but I gave this book a chance because it just seemed interesting. I enjoyed it.
Alright the first few chapters were a little slow and confusing. but by the end the book was really good, and those earlier chapters make sense in the overall context.