Morgan, Prince of Hed, a small, quiet,
agricultural province, begins the book with an argument with his
siblings over a crown that he won from a ghost. It becomes
apparent that Morgan aspires to more than the ruling of Hed. He
spent several years at the university in Caithnard, learning riddles
(unanswered questions) and strictures (lessons to be learned from the
answer). Afterwards he took a trip to An to attempt to ask the
ghost Peven a riddle that he did not know the answer to. Unlike
the many who lost their lives before him, he succeeded. This
entitled him to Peven's crown, the black robe of a riddle-master, and
most importantly, the hand of the Raederle, the princess of An. He
was setting out to claim her, hoping that she would love him and be
happy in the unimportant kingdom of Hed.
The voyage, however, is unsuccessful, as Morgan, and Deth, the High
One's harper who was searching for Morgan, set sail on a death-trap
boat, a boat that appeared to be manned with sailors but who disappeared
during a storm. Morgan was hit in the head as he washed overboard
and spent several weeks in amnesia with Astrin where the reader learns
about the Earth-rulers, a great race before them that could make huge
buildings (among which Astrin does archaelogical work). Presently
Astrin is forced to appear before his brother with Morgan. Morgan,
espieing a harp on the table, begins to play the harp, astounding those
around him, since the harp was mute for everyone else's playing.
It is none other than Yrth's harp of Lungold, made long ago to be played
by one specific man. This act triggers the return of his memories.
All continues to be unwell. Astrin has been estranged from his
brother since his brother married a dead woman--she appears to be living
but in reality is only a shape changer. Having failed to convince
his brother of the veracity of his claims, Astrin left to dig in the
ancient city. Now however, attacks on Morgan prove that the woman
really is a shape changer (and that the low string on the harp destroys
weapons). Morgan and Deth leave to seek an audience with the High
One in Erlenstar Mountain, since Morgan is unsafe and also because he
wants to ask the High One why he has three stars on his forehead (that
also happen to be on Yrth's harp).
Long before they reach Erlenstar Mountain, they are captured and
brought to the Morgol of Herun. Apparently there is some sort of
romance between the Morgol (who is female) and Deth, but it is there
that Morgan learns that Master Ohm at Caithnard might possibly be the
Ghisteslwchlohm who founded and later destroyed the wizard school at
Lungold and that the wizards might no longer be around because they are
hiding from Ohm's control of them. A shape-changer attack gives
him a vision of a sword with three swords and he leaves Herun to escape
a growing destiny that would cause him to forsake the
knowing-what-is-happening-with-nature gift of landrule.
He finds himself unsafe, however, and goes to the far north lands of
Osterland to ask the wolf-king some questions. Morgan is overtaken
by a snow-storm on his way there and is rescued by a vesta (a sort of
elk) that turns out to be the king himself in vesta form. Morgan
promises to answer some of the king's questions and in return the king
teaches him how to enter minds and how to take the vesta form.
While in vesta form Morgan tracks down the king's friend, the wizard
Suth, who dies saying only to beware of Ohm.
Morgan takes up his travels again, coming to Isig, where he finds Deth
waiting for him and where he dream-walks (rather unwillingly) to the
sword. He also discovers that Deth was not, as he claimed, present
when Yrth made the harp at Isig. Before Morgan and Deth leave to
resume to quest for Erlenstar Mountain, Danan Isig teaches him the art
of changing to a tree. During the trip, Morgan practices the mind
shout and the Great Shout, which causes an avalanche that closely misses
them.
His practice of the Great Shout is but preparation for when he meets
the High One, who is none other than Ohm himself, with Deth as his
harper--presumably Yrth--and whose destiny Ohm appears to have
successfully controlled. His Great Shout ends the book.
The Riddle-Master of Hed is a
tale with considerable background, told in a straightforward but elegant
fashion. It achieve the element of realness that a rich,
consistent history gives. Although it is a young adult book,
adults looking for a good story will find one in McKillip's
telling. It fits nicely into the fantasy genre and although the
hero does predictably travel most of the map shown in the first few
pages, including a sojourn in the northern wastelands that appear not
infrequently in fantasy novels, it is well written, with enough depth to
satisfy adult readers. The ending is rather abrupt and the reader
hopes that the two following books in the sequence are as well written
(and available in the local library) as the first.
Review: 9.2
Well written, with background that
clearly has some depth, but its shallowness is revealed in the places
that are unimportant to the plot. The writing is in a somewhat
period-style but the descriptions and comparisons are not as masterful
as Lloyd Alexander's. There appear to be fewer themes than Lloyd
Alexander's Prydain books, but the story does have somewhat more depth
to compensate. And while not completely original-feeling, the
setting of the book is defintely unique and interesting.
Magical Items
Yrth's Harp
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Exquisite tune. Will only
play for one particular person. Lowest string destroys weapons.
|
Death ship
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Ship that appears to be manned
with sailors until they suddenly disappear in heavy seas leaving the
ship to break up.
|
Land-rule
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Not really an item but an
ability. The land-ruler can sense the land, knowing how every
plant and animal is at the moment. Passes to the land heir on
death. Can be revoked by the High One if the land-ruler destroys
the land.
|
Shape changing
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An ability to take the form of
something else. Vesta and trees were specifically used by the
protagonists but each new shape appears to need to be learned.
"Shape-changers" seem to need a body to inhabit (or maybe copy).
|
Riddles
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Not really a magic item, but the
form of learning. Consists of a question, and answer, and a
stricture.
Example: "'Who was Illon of Yyre?' ... 'Ilon was a harpist
at the court of Har of Osterland, who offended Har with a song so
terribly that he fled from Har out of fear of death. He went alone
to the mountains, taking nothing but his harp, and lived quietly, far
from all men, farming and playing his harp. So great was his
harping in his loneliness, that it became his voice, and it spoke as he
could not, to the animals living around him. Word of it spread
from creature to creature until it came on day to the ears of the Wolf
of Osterland, Har, as he prowled in that shape through his land.
He was drawn by curiosity to the far reaches of his kingdom, and there
he found Ilon, playing at the edge of the world. The wolf sat and
listened. And Ilon, finishing his song and raising his eyes,
found the terror he had run from standing on his threshold.
' 'And the stricture?' 'The man running from death must run
first from himself.'" (p. 35)
Example: "'Who was Re of Aum?'" ... 'Re of Aum offended the Lord
of Hel once and became so frightened that he had a great wall built
around his house in fear of revenge. He hired a stranger to build
it, who promised him a wall no man could destroy or climb, either by
force or by wizardry. The wall was built; the stranger took
his pay; and Re at last felt secure. One day, when he
decided that the Lord of Hel had realized the futility of revenge, he
decided to venture out of his lands. And then he travelled around
his wall three times but found no gate to let him out. And slowly
he realized that the Lord of Hel himself had built that wall.' ...
'Never let a stranger build walls around you'" (p. 111)
|
Characters
Morgan of Hed
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Land-ruler of Hed. His
curiosity led him to study at Caithnard, where he was the fastest
learning student. Loves Hed, deplores the destiny forced upon
him. Has three stars on his forehead which no one can explain.
|
Deth
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The High One's harper. Has
lived hundreds of years and is an excellent harper. Can find
practically anyone/thing. Appears to have a romance with the
Morgol.
|
Har
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Ruler of the northern kingdom of
Osterland. Can change shapes into at least a vesta and a
wolf. Was friends with the wizard Suth, who had given him several
unanswered riddles (questions).
|
Danan Isig
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Ruler of the northern mining
kingdom of Isig. Likes to stand quietly and become a tree,
listening to the sounds of the kingdom.
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The High One
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Earth-ruler who rules over the
land. Lets mankind do what it wants as long as the earth is
taken care of. Sends mental messages to Deth. Ultimately
turns out to be Ohm.
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Ghisteslwchlohm
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Founder of the school of wizards
at Lungold, apparently with the intent to control them. Destroyed
the school. Now is Master Ohm of the school at Caithnard.
|
Suth
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A wizard who fled from
Ohm. Appears to have fled to avoid allowing Ohm's control of him
to benefit him. Dies upon revealing his fear; the
implication seems to be that his life was revoked as soon as he answered
Morgan's question.
|
Raederle
|
Promised in betrothal by Mathom,
King of An to whomever could win Peven's crown by asking him a riddle
that he did not know the answer to.
|
Astrin
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Lives in exile searching for
interesting things in the ruined city of the earth-rulers. Nurses
Morgan back to health after his boat self-destructs.
|
Eriel
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Wife of Astrin's brother,
Heureu. Astrin claims that she is dead and that Ymris is married
to a shape changer. Eriel attempts to kill Morgan and eventually
the evidence is undeniable to Heureu. |
The Morgol
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(Female) Ruler of Herun.
Sends her war-loving daughter Lyra to bring Morgan to her. Tells
Morgan of a riddle that only she knows--Ohm and Ghisteslwchlohm are
probably the same person.
|
Yrth
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The greatest wizard of Lungold
besides Ohm. Also known as the Harpist of Lungold, he created the
harp for Morgan. The implication is that Deth and Yrth are the
same person.
|