Reviews
Tad Williams' books have made the bestseller lists for both the Otherland and Memory, Sorrow, and Thorn saga. Williams deals with epic fantasy, however, which isn't to everyone's tastes. Most of his books run around 700 pages, and his plots are always complex, involving many characters. Below are some selected reviews, good and bad alike, for these two series.
Otherland
City of Golden Shadow
Kirkus Reviews
Another doorstopper fantasy from Williams (The Dragonbone Chair, 1988, etc.), 
book one of a projected tetralogy large enough to satisfy the most gargantuan 
appetite. In the near future, a conspiracy of the super-rich and super-powerful 
has created an exclusive and impregnable virtual reality called Otherland, where 
the participants adopted the appearance and attributes of Egyptian gods. This 
Grail Brotherhood seek a McGuffin, the key to whose location is bewildered Paul 
Jonas, a man plucked—apparently—from the battlefields of WW I. Even though he 
can't remember anything and has no idea what's going on, Jonas plunges through 
various weird computer realities, somehow just evading capture. But the 
Brotherhood's split into factions, one of which is stealing children's minds 
from ordinary cyberspace. Teacher Renie Sulaweyo—her brother is a victim—and her 
Bushman friend, !Xabbu, along with various others stumble across the conspiracy 
and force their way into Otherland. And who is mysterious, crippled old Mr. 
Sellars, now a prisoner on a military base? Well, after 782 pages of flabby 
confusion, readers, like most of the characters, will have only the vaguest idea 
of what it's all about. 
If, for whatever reason, you intend to absorb the entire tetralogy, you'll need your reading spectacles, a cool hundred bucks, a prodigious memory, and unlimited patience.
Publisher's Weekly
When Renie Sulaweyo's younger brother, Stephen, returns from the Net after 
visiting Mister J's, a virtual reality equivalent of the Hellfire Club, she's 
worried about him. When his next Net trip leaves him in a coma, Renie is 
terrified and angry. Soon she discovers evidence that other children have lapsed 
into comas under similar circumstances. A professor of computer science and an 
adept user of the Net, Renie retraces Stephen's trail and enters Mister J's but 
barely escapes with her own mind intact. After her adventure, she discovers that 
someone has downloaded into her computer the impossibly complex image of a 
fantastic golden city. Then her apartment is fire-bombed, she loses her job and 
another professor whom she has recruited to help her decipher the mystery is 
murdered. It's clear that Renie has angered someone with almost unlimited power, 
but she remains determined to save her brother. In the first book in what is 
projected to be, in effect, a single, enormous four-volume novel, Williams 
(Memory, Sorrow and Thorn) proves himself as adept at writing science fiction as 
he is at writing fantasy. His 21st-century South Africa, where blacks run the 
government and pursue careers but where whites control most economic power, 
rings true. His version of the Net, although obviously indebted to Neal 
Stephenson's Snow Crash and other novels, is detailed and fascinating. Best of 
all, however, are Williams's well-drawn, sympathetic characters, including Renie 
and her family, her student !Xabbu, the mysterious invalid Mister Sellars and a 
host of other folk, all of whom hope to solve the mystery of the terrifying VR 
environment called Otherland. (Nov.) 
VOYA - Kevin S. Beach
This futuristic fantasy tale is a true mind bender. The author acknowledges in 
his preface that it was "hideously complicated to write," but it is a pleasure 
to read. I was intrigued by the surreal first chapter that opens with a World 
War I doughboy, trapped in the trenches somewhere in France, who is transported 
into a fairytale land after an explosion. Many other stories are introduced that 
are so far removed from each other it seems they will never come together, but 
they do. The main story line follows a black South African teacher, Renie 
Sulaweyo, who teaches the used of virtual reality equipment in the near future. 
Her teenage brother explores a forbidden area of cyberspace and cannot return, 
his body in real time lying in a coma state. Renie's quest for her brother's 
safe return leads to the layered unfolding of a global plot by a secret society 
that is systematically peopling a virtual world with young people's minds. Renie 
and one of her students, a bushman named !Xabbu, are joined in the quest for 
answers by an unusual collection of web surfers: a fourteen-year-old boy dying 
from a premature aging disease who exists in cyberspace as Thargor the 
barbarian, an alter ego comic book guise; a deformed elderly man confined to a 
wheelchair on a military base; a serial killer known as Dread; and Paul, the 
young soldier from World War I. All begin to find their way to a city on the web 
and join forces to unlock the mystery of the secret society's plan. The book, 
part of a planned trilogy, ends just as the group escapes a deadly encounter in 
the city. At an imposing seven-hundred-plus pages, only the most die-hard 
SF/computer tech fans will stick with it, but the research, writing, and 
character development are all remarkably well done. VOYA Codes: 5Q 3P S (Hard to 
imagine it being any better written, Will appeal with pushing, Senior 
High-defined as grades 10 to 12).
River of Blue Fire
Kirkus 
Reviews
Second chunk of Williams's vast four-part doorstopper about Otherland (City of 
Golden Shadow, 1996), an exclusive and impregnable virtual reality created by 
the evil Grail Brotherhood. Various good guys—amnesiac WWI soldier Paul Jonas, 
teacher Renie Sulawayo, blind researcher Martine Desroubins, the strange, 
crippled, mysterious old Mr. Sellars, etc.þhave banded together to try to 
prevent the Brotherhood from doing, well, whatever it is that they're planning 
to do, with the control of everything (both real-world reality and the 
anything-goes cyberspace of Otherland) at stake. Patience, patience. The author 
apologizes for not providing proper endings for each individual entry, but he's 
actually writing one single book, thousands of pages long, that's broken up into 
chunks for practicality's sake. Now you know. For the rest, even with Williams's 
helpful synopsis, it's a dreadful struggle to remember who, what, where, when, 
and especially why.
Publisher's Weekly
In his first work of SF, Otherland: City of Golden Shadow (1997), bestselling 
fantasist Williams (To Green Angel Tower) introduced one of the most impressive 
virtual-reality landscapes ever created. Otherland, a gigantic realm consisting 
of untold numbers of virtual universes, is the creation of the mysterious and 
evil Grail Brotherhood, a cabal of billionaire capitalists, ruthless gangsters 
and corrupt government officials. Bent on discovering the secret of eternal 
life, they will stop at nothing to achieve their goal, even the deaths of 
hundreds of children whose minds have been trapped on the Net. City of Golden 
Shadow told the story of a small band of virtual explorers who dared to enter 
Otherland without permission, some for adventure, others to save the children 
ensnared on the Net. In this second volume of a projected four-book series, the 
quest continues. As often happens with middle entries in a series, there are a 
few problems. Despite a six-page summary, readers unfamiliar with City of Golden 
Shadow may have trouble figuring out the complex backstory. Further, with little 
to tie the various plot threads together at either end, the book lacks an 
obvious structure. Still, Williams is an exciting and endlessly inventive writer 
whose character development is particularly strong, and his fans should roundly 
enjoy this volume while looking forward to the remaining installments. Editors: 
Betsy Wollheim and Sheila Gilbert. (July) 
VOYA - Kevin Beach
Tad Williams, popular author of another fantasy series entitled Memory, Sorrow 
and Thorn, has his own Web site where readers exchange theories and trivia about 
his characters. This series is projected to fill at least four volumes. Volume 
two picks up where the original book (Otherland [DAW, 1996/VOYA June 1997]) left 
off, with the various 21st-century characters caught in a cyberspace dreamscape 
presumably controlled by a secret society known as the Grail Brotherhood. Unable 
to go off-line, the rag-tag group, each with his or her own reason for being 
there, follows the river that takes them from one grid to another in Otherland, 
each landscape more bizarre than the one before. They seek answers to why they 
or their relatives lie in coma states as their minds remain trapped in the 
virtual realm. The main character is once again a confused Paul Jonas who is 
relentlessly pursued through the various scenarios. The other main characters, 
including two Africans, a teacher, and a bushman, lead the rest of the 
personalities through other fantastic panoramas. Add to this plots involving a 
serial killer, the world's oldest human, the host of a children's TV show, an 
old man who secretly monitors the activities on-line, and the efforts of the 
various cybernauts' family members who watch over the characters' real bodies. 
Stories enticingly criss-cross as the plot slowly beings to thread together. The 
characters are interestingly drawn as they divulge their secrets. Attention to 
plot twists and the unexpected keeps the reading entertaining; still, the 
typical YA reader may not want to invest energy in a series that is already over 
1,600 pages in two installments. Excellent, imaginative writing definitely make 
this a must for the audience of fantasy and cyber-fiction readers. VOYA Codes: 
5Q 3P S (Hard to imagine it being any better written, Will appeal with pushing, 
Senior High-defined as grades 10 to 12).
Mountain of Black Glass
Kirkus 
Reviews
Third chunk of Williams's enormous four-part doorstopper (City of Golden Shadow, 
1996; River of Blue Fire, 1998) about the eponymous virtual reality. Otherland 
was created by the rich, powerful, and ruthless Brotherhood, who have plans to 
rule the real world too. After various children enter VR, only to become 
ensnared, assorted good guys—a WWI soldier, a teacher, a blind researcher, a 
mysterious renegade, etc.—have hacked into the supposedly impregnable Otherworld 
in search of the children. But they too end up trapped. Worse, they're being 
stalked by the Brotherhood's assassin, Dread, not to mention another mysterious 
entity known as the Other, possibly Otherland's sentient operating system. 
Williams's synopses are as abstruse and overcomplicated as the yarn itself. So 
if by this point you have even the vaguest idea of what's happening, why, and 
who's involved, then keep reading and good luck. Newcomers: try 
something—anything—less absurdly overblown, labyrinthine and inconsequential. 
(Author tour)
Publisher's Weekly
Epic in scope and size, this near-future cyberspace adventure has likable 
characters, heinous villains, a plethora of classical references and a slew of 
powerful action sequences that propel its many-tiered plot forward. Paul Jonas, 
a mysterious man with no clear memory of his past, is trapped and hunted inside 
the Grail Project, an artificial intelligence network run by the ultra-wealthy 
Grail Brotherhood. This third installment of the Otherland series (City of 
Golden Shadow; River of Blue Fire) reveals that the Project has been designed to 
provide cyber-immortality to its rich owners: it does this, at least in part, by 
stealing essential elements from children's psyches and leaving them comatose. 
Renie Sulaweyo has lost a sibling to the Grail Brotherhood's machinations. While 
Renie's body is watched over in the real world, her consciousness has been 
transferred inside the network, where she works with a motley band of reluctant 
adventurers trying to save the children and themselves. Stalking them is the 
brilliant psychopath Johnny Dark, who knows secrets about the Project and has 
his own evil mental twist that can hurt it. While Williams has a rather 
conventional take on power and prejudice in his "real" world, he lets rip inside 
the network, working with environments that include Homer's Odyssey, an ancient 
Egypt where the gods are somewhat less than omnipotent and a gigantic House in 
which Linen Closet Sisters are kidnapped by boys from Cutlery. As his "real" 
characters encounter computer-generated simulacrums who express compassion and 
have their own dreams and desires, the line between reality and fantasy blurs. 
Though the sheer weight of the series is daunting, Williams fills his pages with 
the sort of stories and characters that readers of epic fantasy are sure to 
love. (Sept.) Copyright 1999 Cahners Business Information. 
Library Journal
Trapped in the exotic virtual simulation known as Otherland, Paul Jonas, Orlando 
Gardner, and Renie Sulaweyo continue their separate explorations into the heart 
of the reality that surrounds them. As they confront puzzles and obstacles in 
re-creations of ancient Egypt and Homeric Greece, they come closer to the black 
glass mountain that may offer them the key to the mysterious Grail Brotherhood 
that controls the passages to and from Otherland. Synopses of the previous 
volumes (City of Golden Shadow; River of Blue Fire) of Williams's ambitious epic 
provide enough information for newcomers to the series, but the entire story is 
best read in sequence. Filled with complex plot threads, a wide variety of 
virtual and "real" characters and vivid descriptions of numerous worlds, this 
series belongs in most sf collections. Copyright 1999 Cahners Business 
Information.
Sea of Silver Light
 Publisher's Weekly
This stunning finale to the gigantic Otherland tetralogy (City of Golden Shadow, 
etc.), a brilliant fusion of quest fantasy and technological SF, is sure to 
please Williams's many fans. Otherland, a complete universe co-existent with the 
real world, incorporates elements of the Arabian Nights, the Alice and Oz books, 
the Neanderthal Age, the Trojan War, rewritten Roman history (Hannibal returns 
three centuries after his death to crush Rome, without elephants), as well as 
numerous nursery rhymes and fables. An enormous cast of courageous humans 
confronts monstrous insects, unimaginable dangers and all the appurtenances of 
fantastic adventure. At nearly 700 pages this is a mighty mouthful to swallow, 
but a well-crafted if convoluted plot sustains interest through the lengthy 
climax, which explains the inexplicable. Those scenes grounded in a recognizable 
world are the most compelling. Individuals may live in both worlds, despite 
Otherland being only made of "light and numbers." Characters dead in real life 
can still be alive in the virtual world, as in the poignant plight of a young 
woman, whose dress and manners are 18th century, who's in love with a young man 
snatched, apparently, from the trenches of WWI. Are they real or "sims" 
(simulations)? Generously, the author supplies two master villains: one for whom 
we may begrudge some respect; for the other, no mercy. The Otherland books are a 
major accomplishment. Agent, Matt Bialer. (Apr. 10) Forecast: Williams should 
enjoy another run up the genre bestseller lists with this strong concluding 
volume. Copyright 2001 Cahners Business Information.
Memory, Sorrow, and Thorn
Dragonbone Chair
Library 
Journal
As war threatens to rip apart a once peaceful land, a young kitchen boy turned 
magician's apprentice embarks on a journey that could save his world from the 
dark machinations of a king gone mad. The author of Tailchaser's Song draws on 
many mythologies for the background of his fantasy epic, creating a solid story 
spiced with political intrigue and strong, appealing heroes. Highly recommended. 
JC 
School Library Journal
YA-- Williams, author of Tailchaser's Song (NAL, 1986), scores with the first 
book in another fantasy trilogy. Simon is an ordinary kitchen helper who is 
taken under the tutelage of the magician Morgenes. When King John Presbyter dies 
and his son Elias ascends the throne, the way opens for a long-dormant evil to 
enter the realm. Elias, a pawn of the black magician Pyrates, moves to eliminate 
his brother Josua, and the brother-against-brother, good-versus-evil clash 
begins. Simon is thrown in with Josua and muddles through adventure and peril, 
maturing into a hero by book's end. Williams weaves all of the classic 
ingredients of fantasy into his tale--trolls, giants, elf-like sithi, and 
dragons. Simon must travel from drought-stricken lands to ice-bound peaks as he 
follows his far-seeing dreams. The land of Osten Ard is well created, and 
readers quickly become immersed in the story. Unfortunately, despite the high 
adventure and excitement, The Dragonbone Chair leaves many loose ends, so 
readers, like Simon, are left waiting--for book two.-- Margaret Sloan, 
Willowridge High School, Sugar Land, Tex.
Stone of Farewell
Publisher's Weekly
In this panoramic, vigorous, often moving sequel to The Dragonbone Chair , the 
scattered allies opposing the pirate Elias, high king of Osten Ard, and Ineluki, 
the Storm King, struggle toward a meeting at the Stone of Farewell in the 
ancient, deserted city of Enki-e-Shao'saye. The boy Simon, the troll Binabek and 
their companions carry Thorn, one of three swords critical to the defeat of the 
forces of evil. After surviving many perils, Simon becomes the only mortal to 
enter Jao e-Tinukai'i, last refuge of the elven Sithi, seeking their support. A 
small band follows Prince Josua, leader of the resistance against his brother 
Elias; they are betrayed by the chieftain of the nomadic Thrithings-folk. As 
Elias consolidates his power with the aid of the Norns, the Storm King brings 
permanent winter to a stricken land. Williams adroitly weaves together the tales 
of these journeys, heralding a suitably epic and glorious conclusion. (Aug.) 
Library Journal
The advancing might of Ineluki the Storm King and his undead minions threatens 
to lock the world in eternal winter unless the tattered forces ranged against 
him can discover the secrets of the League of the Scroll and unite humans, Sithi 
elves, and Qanuc trolls. Continuing the story begun in The Dra gonbone Chair (LJ 
9/15/88), Williams fleshes out the familiar themes of epic fantasy with vivid, 
likable characters and exotic cultures. Recommended.
To Green Angel Tower
Publisher's Weekly
This sprawling, spellbinding conclusion to the trilogy that began with The 
Dragonbone Chair weaves together a multitude of intricate strands, building to a 
suitably apocalyptic confrontation between good and evil. Prince Josua wins a 
first victory against the forces of his brother, Elias, who rules as High King 
in Osten Ard. Elias has the help of the dark priest Pryrates and of Ineluki the 
Storm King, onetime ruler of the immortal Sithi (the race that preceded humans). 
But others defy him, including Elias's own daughter, Princess Miriamele, the 
scullion turned knight Simon, and Camaris, once one of the greatest knights of 
Osten Ard and wielder of the sword Thorn, one of the three weapons that may 
effect a victory over Elias's hordes. As Josua's forces-- augmented by those 
Elias has wronged and by friendly Sithi--approach the king's stronghold, a 
secret battle takes place in the underlying caverns. It will affect not only the 
conflict's outcome, but also the futures of many races. The main caveat to 
Williams's engrossing epic is its length. A tetralogy might have been more 
easily digested, although that format might have drained some of the 
extraordinary tension built up in the book's closing pages. (Mar.) 
Library Journal
As Ineluki the Storm King and his undead minions gather strength for their war 
of conquest, Simon and his companions race against time to puzzle out a prophecy 
that can save their world. Multiple plot lines converge in a surprising final 
confrontation as Williams concludes his panoramic trilogy in grand style. Fans 
of The Dragonbone Chair ( LJ 9/15/88) and The Stone of Farewell ( LJ 6/15/90) 
will not be disappointed in this well-written extravaganza. 
School Library Journal
YA-This culmination of the trilogy is incredibly long and carries, besides the 
story, a dictionary of names, places, and other necessary information. It tells 
of the final battle between the forces of good and evil in the land of Osten Ard, 
a mythical place not unlike medieval Europe. Clearly, the author has been 
influenced not only by Tolkien, but also by Wagner's ``Ring'' story. Everything 
in Williams's narrative is larger than life-the individuals, the battles, the 
mysticism and magic. Yet his painstaking detail ensures that the world he 
creates is as believable and immediate as readers' everyday lives. The main 
character, Simon, is a reluctant hero. He is a superior warrior, yet he hates 
violence. He has been chosen as a seer by mystical beings who wish to aid his 
human counterparts, but he is never sure of his own worth. He understands cosmic 
truths, but considers himself ignorant. All action spins around Simon, but the 
book is replete with many other interesting characters, all fully developed. 
Enjoying the story's wealth of entertainment can literally take months, but for 
the author's fans it will be a treasure. It can also stand on its own.-Jessica 
Lahr, Edison High School, Fairfax County, VA 
BookList - Sally Estes
If you thought "The Dragonbone Chair" (1988) and "Stone of Farewell" (1990) were 
sprawling, wait till you see this concluding volume of Williams' epic Memory, 
Sorrow and Thorn trilogy; it's only 141 pages short of equalling the first two 
together. Not only heavy to hold, but also heavy to read by dint of the 
continuing convoluted plot with its multitude of characters, human and nonhuman. 
Some of the scenes in the maze of tunnels and the castle's foundry below the 
Green Angel Tower and in the skirmish with abhorrent chitinous swamp creatures 
are reminiscent of the Dante-like scenes in Williams' "Tailchaser's Song". Other 
scenes drag on way too long, filled with more soul searching or detail than 
needed. However, readers caught up in the story of Simon, the scullery boy 
turned knight, will, by this time, have the important people sorted out and will 
eagerly follow the further exploits of the brave young man as well as the 
adventures of other of his stalwart companions. And there are adventures aplenty 
as the various factions opposing the evil legions of Ineluki the Storm King 
converge, along with the legendary three swords, at the Green Angel Tower for 
the final awesome battle.
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