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The Chantry Guild (Childe Cycle), by Gordon R. Dickson
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Hal Mayne is lured away from important research aboard the Final Encyclopedia by the shattering news of the Younger Worlds' oncoming defeat--an inevitable triumph for the cross-cultural hybrids known as the Others. And on the planet Kultis, Hall will meet his ultimate challenge--and enter a battle that will alter mankind's destiny forever. Original.
- Sales Rank: #3498158 in Books
- Published on: 1989-06-01
- Released on: 1989-06-01
- Original language: English
- Number of items: 2
- Dimensions: 5.00" h x 1.00" w x 7.00" l,
- Binding: Mass Market Paperback
- 432 pages
- Gordon R. Dickson
- hard science fiction
Most helpful customer reviews
2 of 6 people found the following review helpful.
The Chantry Guild
By Laura
Excellent story. Read "Dorsai!" first--you will get more out of the book if you understand Donal's development and accomplishments. Unfortunately, a good many typos in the book may cloud the enjoyment of some readers; if such don't bother you, read it! and enjoy!
3 of 3 people found the following review helpful.
Good continuation of cycle, but definitely flawed
By Michael Battaglia
Following up the Final Encyclopedia was no doubt a daunting task, especially with that book's massive impact on the Childe Cycle as a whole, finally giving the series a sense of direction and the ability to head toward a definite conclusion, as well as giving purpose to the previous books, which had sort of floated along in a shared Universe sort of fashion. And yet Dickson had to follow it up to give the Final Encyclopedia any meaning, since the ending to that book was so anti-climatic that the words "To Be Continued" might have as well have been stamped there in giant letters. So faithfully Dickson gives us this book, the title teasingly implying that this might be the long awaited conclusion, with its promises of tying in to the very beginning of the Cycle (the Chantry Guild was last seen in the first book in the series, Necromancer, and apparently gave rise to the Exotic Culture). Instead, we get some furthering of the Cycle's themes but a lot of water-treading as well. Hal's victory in the last book was not a complete one and he is finding himself stymied in his efforts to make a total breakthrough and use the Encyclopedia for its true purpose. Amanda Morgan mentions that he should seek out a new incarnation of the Chantry Guild to find what he needs. So Hal does. That's pretty much it, which is pretty much the problem with this book, Dickson spends most of his time trying to do a lot with comparitively little. Hal's quest to unlock the "Creative Universe" is sort of vague and the terms of his victory against Bleys becomes more and more muddled as the book goes on. I'm not even sure how the Creative Universe will help him win, whatever it is. The bulk of the novel is taken up on Kultis where Hal tries to learn from the Chantry Guild and this is where Dickson's pacing fails him . . . it's simply too long a section of the book. Incidents that should take less than a chapter stretch out to multiple chapters, for no real reason. The main problem (soldiers finding the Guild) has nothing to do with the overall quest and the characters spend too much time focusing on who is going to track down the wild child that is roaming around outside than, you know, saving the Universe. Plus the sequence of attacking the soldiers' camp goes on way too long and features very little action. Then Hal leaves and we never hear about the people there again, anyway. Bleys puts in a token appearance simply to annoy Hal it seems and it all wraps up at the Encyclopedia. Maybe. Dickson's ending this time is perhaps more vague than the last book and just sort of leaves the reader hanging. What is good about this book? The supporting characters are well developed and Dickson's writing, when not mired in pseudo-philosophical meanderings, is an interesting as ever. And the future history is as fascinating as ever. But the sad thing is that way too important events happen to justify this book's length. While the previous book had epic scope and status quo shaking events, this plot is too much point A to point B stuff. However, it's readable and a crucial addition to the Cycle, which makes it essential if you've read this far. Unfortunately I'm not sure Dickson ever brought the Cycle to a satisifying conclusion, the next two books are mostly focused on Bleys' early life and I'm not sure if those books further the story of Hal at all. And without Dickson having now passed on for a few years, if the ending hasn't been published (or written) we're not about to see it. So this is a step down from the previous book but still interesting in itself. Just don't start here, by any means.
5 of 6 people found the following review helpful.
Poorly edited and difficult to follow
By R D
I was given this book a few years ago by a friend, and finally picked it up to read this summer. I have not read any other books in the "Childe Cycle" that this book is apparently part of, which perhaps is a big part of my reason for my poor impression of it.
At a basic level, there is an editorial sloppiness to the book. There were far too many sentences that clearly are missing words, as well as a couple of places where entire phrases were inadvertantly repeated in the same paragraph. Yes, it's a minor annoyance, but distracting just the same.
The author also does a bad job of giving background to readers who haven't read the previous books. I realize that coming into the middle of any series can be challenging, but even some basic introduction to important elements in the main characters' backgrounds is typical. I once made the mistake of picking up a relatively late book in Robert Jordan's "Wheel of Time" series (Crown of Thorns) as my first, but I felt I eventually understood most of what I needed to in order to appreciate that book as a story on it's own. Not so with The Chantry Guild... Dickson is very haphazard about background, and as a result, the primary struggle in the book, the protagonist's (Hal's) effort to reach the "Creative Universe", is baffling and ultimately incomprehensible.
Or perhaps I'm being too generous by giving Dickson that out... even if I had read the rest of the series, I'm not sure it would make sense. Too much of the book is spent in rambling third-person narration describing Hal's internal monologue and thoughts as he grapples with this intangible metaphysical goal. It is hard to read, bogs down the other plots, and proves ultimately unsatisfying in that, despite being told over and over again that this task is the main character's life goal and is somehow tied to the fate of humanity, why or how is completely unclear. Perhaps by this point in the series we are supposed to be so attached to this character that seeing him achieve something very important to him is supposed to be satisfying to us by itself. But as a new reader, I didn't find myself caring about this guy much, and I want to know what the point of all the navel-gazing was and how it might actually help save humanity. In some ways, this plot is very derivative of Paul Atreides' messiah quest in Dune, and Dickson's work in this book suffers badly in comparison.
The more traditional plot in the book is not particularly noteworthy either. Dickson spends *130* pages on what is basically a small-scale action sequence that takes place over a day as the secret village Hal stays in is first threatened by enemy search parties and then caught up in rescuing a few of their own who are caught by the bad guys. The story moves excruciatingly slowly. Worse, all of the struggle and effort we are dragged through ultimately serves no clear narrative purpose, other than to physically exhaust the protagonist to the point that he can get a good night's sleep and have a breakthrough in his metaphysical journey. The "enemy" even finds them anyway as the result of very casually-noted aerial surveillance (setting up a highly contrived visit by the arch-nemesis), and the characters being rescued are discarded so quickly afterwards that we are never given the resolution of their personal stories, which Dickson had spewed many pages setting up.
Of course, it's not all bad. The "world" this story is set in is well-conceived and interesting, and there are some really innovative aspects of the protagonists' backgrounds. Refreshingly, relatively little time is spent on technology, and when he chooses to, Dickson can describe this world with clear and vivid images that one can easily imagine making a transition to a movie screen.
Overall, this is a weak book that, while potentially interesting to those who have become engrossed in the rest of the series, should be avoided by anyone else. It would be much better if it were a 100 pages shorter and provided a better explanation of what came before and the significance of the "Creative Universe".
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