Company of Strangers by Melissa McShane
My rating: 4 of 5 stars
I started out thinking of Melissa McShane as "the other Lindsay Buroker," but I've concluded that she writes more varied - yet always good-quality - books, and has slightly better editing. (Buroker's isn't bad, but McShane's is almost impeccable.)
This seems to be the start of a new series, which I will happily follow. It's more D&D-like than her other books, but happily it is not too close to the game; there's no reference to experience, hit points, or leveling up, for example, though people do improve in their abilities (and the kind of spells they can handle) over time.
I thought the way cleric magic works was a nice original touch: the cleric prays for blessings, and they come in the form of symbols burnt onto pre-prepared rice paper squares, which can be used to invoke them as needed.
Here we have a newly trained (female) wizard venturing out on her first adventure with a party, into the wilderness, on a quest to bring back valuable artifacts from an old ruin. They even meet in a series of inns, though by arrangement, not coincidence. As I said, though, it's not all D&D cliche, by any means; it's an enjoyable adventure story with a fresh approach to magic.
If it has a weakness, it's that the wizard-hating person comes to like this specific wizard a bit too easily, and everyone (except the villains, of course) is a bit too nice. I noticed this with the author's urban fantasy series set in the bookstore, as well; everyone seemed nice, friendly, and reasonable, which in some ways is a pleasant contrast to (and, in my experience, more realistic than) the kind of nasty, broken cast you get in so many books these days, but it can tend to suck a bit of tension and conflict out of the story unless carefully handled.
There was plenty of conflict to go round, though, and not everything was rainbows (even if some of it was unicorns). I look forward to the sequel.
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