Demon Lord Of Karanda : (Malloreon 3) - David Eddings

Demon Lord Of Karanda

(Malloreon 3)

By: David Eddings

Paperback | 6 October 2000

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In this third book of The Malloreon, Garion, Belgarath and their friends follow the quest begun in Guardians of the West and continued in King of the Murgos. It will lead them further into the dark designs of Zandramas and the strange ways of demons...The company now knows that Garion's baby son has been kidnapped by Zandramas and is to be used in a terrible ritual which will make the Dark Destiny supreme. The group, however, has been detained by Zakath, Emperor of all Mallorea, and taken to Mal Zeth, the largest city in the world. When a dire plague strikes, they manage to escape and, as prophesied by the Seeress of Kell, travel on to Ashaba - but, although they find Urvon, mad disciple of the evil god Torak, and the Demon Lord Nahaz, Zandramas is gone. In a desperate race against time, the company turn east once more to follow her spoor...THUS CONTINUES BOOK THREE OF THE MALLOREON.
Industry Reviews
Like the stewed, gnarled, irredeemable epics of Stephen Donaldson before him, Eddings' preposterous books - and their inevitable appearance on the best-seller lists - prove only that fantasy fans like what they like, regardless of originality, narrative skill, insight, in fact any positive qualities whatsoever. Why this should be so - who knows? By now the formula is wearisomely familiar. Good (represented by those who just want to rule in peace) must contend with Evil (they look nasty, hurt people, and like to give orders), with the destiny of the world (or, better, the entire universe) at stake. The heroes - in this case, a chummy and indistinguishable assortment of kings, sorcerers, godlings, and bigwigs - shall go on a Quest (Good King Garion's infant son has been abducted) with some ghastly fate to be averted (an unspeakable Evil-enhancing ritual involving said infant). A talisman or two usually helps (a Good magic sword plus an oracular Orb, an Evil Sardion). The Quest must form a protracted travelogue, to the length of at least three books and preferably five. And our good-humored heroes will overcome lots of tough obstacles (captivity, plague, demons) with maximum waving of swords and spells. Assume, for the sake of argument, that there is a plot, and pad it with suitably enigmatic utterances (bits of ancient lore, awful prophesies, dire warnings). Mull over lightly. Package. Success! (Kirkus Reviews)

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