From Publishers Weekly
The fourth volume of the authors' Death Gate Cycle, begun with Dragon Wing , moves to Chelestra, Realm of Sea, last of the four worlds created by the Sartan during the Sundering in their battle against the Patryns. The inhabitants of this world--dwarves, elves and humans--are in grave danger: the seasun, source of light and life to the seamoons on which they dwell, is moving away. When the vessels in which they were to escape are destroyed by malignant, highly intelligent dragon-snakes, three children, scions of the ruling families, undergo adventures and encounter Haplo, the Patryn escaped from imprisonment in the Labyrinth who has been traveling the worlds of the Death's Gate fomenting discord. Meanwhile, Alfred, the last remaining Sartan, also translated to the water world, is reunited with others of his kind, including Samah, who initiated the Sundering and has been in suspended animation since. The stage for escalated conflict is set. The worlds created by Weis and Hickman become more attractively complex with each book of the series. The deepening characterizations of Haplo and Alfred, with the underlying mysteries surrounding both, provide the necessary glue binding this opus, which promises three more volumes. Copyright 1992 Reed Business Information, Inc.
From AudioFile
Using the ancient heresy that the Almighty created the world and then departed, the authors create a universe rent asunder. Depth is lost in the abridgment, but it works nonetheless. Dotrice specializes in wise old men and Scandinavian dwarfs, well-suited to Serpent Image. His reading is expert in cadence, hastening through excitement and lolling during moments of peace. Occasional chimes and minor sound effects mesh with the narrative; audio clarity is superb. The insatiable fantasy crowd will be well pleased. D.W. (c)AudioFile, Portland, Maine
From Kirkus Reviews
Fourth of the projected seven-book series (most recently Fire Sea, not seen), continuing the adventures of Haplo the Patryn and his rival, Albert the Sartan. Haplo arrives on Chelestra, a water-world whose construction makes no geometric, physical, or narrative sense, only to find that the local seawater quenches the tattoos that are the source of his Patryn magic. Meanwhile, Alfred, the clumsy, bumbling Sartan, also arrives and by accident reawakens the slumbering ancient, arrogant Sartan ruling council, who regard askance Alfred's growing friendship with Haplo. Also on Chelestra live some superpowerful dragon-snakes, whose purpose is to stir up trouble, force the Sartan to open the Death Gate, and allow them to escape. Haplo befriends a trio of ``mensch,'' the human, dwarf, and elf subclasses oppressed by the mighty Sartan, and eventually comes to trust Alfred--he turns out to be the Serpent Mage (whatever that is, and not that it makes a shred of difference to anything)--more than his nominal master, the Patryn Xar. Yet another futile exercise, with the implausible backdrop, absurd plotting, and vacuous dramatics highlighting the authors' inability to narrate in other than a pedestrian monotone. -- Copyright ©1992, Kirkus Associates, LP. All rights reserved.
The publisher, Bantam Doubleday Dell Publishing Group, Inc.
After the four worlds Alfred has at last found his people on Chelstra, the realm of sea. But his travels have taught him to be cautious... and Alfred soon realizes his caution is justified, even among his own kind. The one person Alfred can trust is, strangely, Haplo the Patryn. But Haplo's lord has decreed all Sartan to be the enemy, and Haplo dares not go against his lord. Now the companions have arrived in a land where humans, elves, and dwarves have learned to live in peace. Unaware of an even greater threat to all the realms, it is Sartan and Patryn who will disrupt this alliance of the lesser races in their struggle to gain control of all four worlds. Only Alfred and Haplo realize that they have a much older -- and more powerful -- enemy than each other...
From the Inside Flap
After the four worlds Alfred has at last found his people on Chelstra, the realm of sea. But his travels have taught him to be cautious... and Alfred soon realizes his caution is justified, even among his own kind. The one person Alfred can trust is, strangely, Haplo the Patryn. But Haplo's lord has decreed all Sartan to be the enemy, and Haplo dares not go against his lord. Now the companions have arrived in a land where humans, elves, and dwarves have learned to live in peace. Unaware of an even greater threat to all the realms, it is Sartan and Patryn who will disrupt this alliance of the lesser races in their struggle to gain control of all four worlds. Only Alfred and Haplo realize that they have a much older -- and more powerful -- enemy than each other...
Serpent Mage (Death Gate #4), Vol. 4 ANNOTATION
The fourth world in the New York Times bestselling series explodes vividly to life--guaranteed to push back the bounds of fantasy. Weis and Hickman bring together their massive talents for world-building and creating involved plot lines and memorable characters once again to construct the fourth realm in their extraordinary universe--the water world of Chelestra.
FROM THE PUBLISHER
After the four worlds Alfred has at last found his people on Chelstra, the realm of sea. But his travels have taught him to be cautious... and Alfred soon realizes his caution is justified, even among his own kind. The one person Alfred can trust is, strangely, Haplo the Patryn. But Haplo's lord has decreed all Sartan to be the enemy, and Haplo dares not go against his lord. Now the companions have arrived in a land where humans, elves, and dwarves have learned to live in peace. Unaware of an even greater threat to all the realms, it is Sartan and Patryn who will disrupt this alliance of the lesser races in their struggle to gain control of all four worlds. Only Alfred and Haplo realize that they have a much older and more powerful enemy than each other...
FROM THE CRITICS
Publishers Weekly
The fourth volume of the authors' Death Gate Cycle, begun with Dragon Wing , moves to Chelestra, Realm of Sea, last of the four worlds created by the Sartan during the Sundering in their battle against the Patryns. The inhabitants of this world--dwarves, elves and humans--are in grave danger: the seasun, source of light and life to the seamoons on which they dwell, is moving away. When the vessels in which they were to escape are destroyed by malignant, highly intelligent dragon-snakes, three children, scions of the ruling families, undergo adventures and encounter Haplo, the Patryn escaped from imprisonment in the Labyrinth who has been traveling the worlds of the Death's Gate fomenting discord. Meanwhile, Alfred, the last remaining Sartan, also translated to the water world, is reunited with others of his kind, including Samah, who initiated the Sundering and has been in suspended animation since. The stage for escalated conflict is set. The worlds created by Weis and Hickman become more attractively complex with each book of the series. The deepening characterizations of Haplo and Alfred, with the underlying mysteries surrounding both, provide the necessary glue binding this opus, which promises three more volumes. (Mar.)