The Dastard (Xanth, No. 24)

$19.45
by Piers Anthony

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Piers Anthony's comical chronicles of his enchanted realm of Xanth are among the most beloved fantasy series ever written, with millions of readers worldwide. Now, Anthony returns with an all-new adventure that blends high hilarity with super-scary suspense. Many malevolent menaces have imperiled the magical land of Xanth in its long and storied history. But none has been as despicably dangerous as the Dastard. Once a common country boy, he sold his soul to a detestable demon for the power to erase events and rewrite history for his own devious ends. Now the entire future of Xanth is at the mercy of the Dastard's every whim. But this depraved desperado underestimates the courage and cleverness of a young girl named Becka, who can transform herself into a fearsome dragon at the speed of thought. With the help of a colorful band of brave companions, Becka challenges the Dastard with the greatest magic of all - the power of the human heart. Frustrated farm boy Anomy gives up his soul in return for the ability to unhappen events. Since he uses this power mostly for ill, he adopts the sobriquet the Dastard and becomes a problem. The good guys send a half-dragon, half-human girl, a roc, and the princesses Melody, Harmony, and Rhythm on his trail. Complicating the action in this customarily busy Xanth yarn are the Sea Hag, an insatiably vengeful spirit who possesses the bodies of young women, wears them out, and throws them away; time travel; some intriguing limits to and complexities of magic; the usual word- and concept play; and some serious ethical thinking when the Dastard regains a soul (a borrowed one, not the original). Readers may become impatient with the Adult Conspiracy and the power of panties, devices used on all intergender encounters, at the cost of a good deal of their potential, at least for readers who are already conspiring adults. Roland Green Copyright © American Library Association. All rights reserved Piers Anthony is one of the world's most popular fantasy authors, and a New York Times bestseller twenty-one times over. He lives in Inverness, Florida. 1 Dastard The Dastard walked through the forest, looking for mischief. It had taken him a while to get the hang of living without a soul, and to learn to use his talent effectively, but now it had been four years since his deal with the demon, and he was ready to make more of an impression on the Land of Xanth. He had cast off his old nothing-name of Anomy and perfected his new one, for the dastardly deeds he was doing. So he was emerging from his secluded neck of the woods and searching for greater challenges. He was well equipped to search, because an aspect of his talent was to have a sense of place/time. He could tell where and when there was something significant, and so could go there to discover what it was. His sense informed him that something interesting was headed toward him on this path. All he had to do was keep going the way he was going. He encountered a little girl walking the opposite way. "Hi, mister," she called. "Is this the way to the Good Magician's castle?" One thing the Dastard had discovered in the course of his restricted practicing was that significant mischief could come from seemingly minor situations. He had also learned that lies were precious and vulnerable; it was best not to use one where the truth would do. That way he could save his lies for the best opportunities. So he told the truth: "No, this is not. But I can show you the correct route." She squealed in girlish fashion and clapped her hands. "Oh, thank you so much, mister! Where is it?" "First we have to go this way," he said, indicating the way he was going. "For I am just now emerging from the hinterlands, where there is nothing interesting." That was in part because he had abolished anything interesting in that region, but he didn't feel the need to clarify that aspect. Now he needed to find out what was significant about this dull child. "Who are you, and why do you want to find the Good Magician's castle?" "My name is Melody Irene Human, and I'm from Mundania," she said proudly. "I was named after a princess and her grandmother, I think. I want to ask the Good Magician how I can stay in Xanth." "You think you are named after a princess? Don't you know?" "Well, you see, I'm older than Princess Melody, so I'm not sure I was named after her. But maybe she was named after me." "That makes sense," the Dastard agreed. That wasn't even a lie; the princess could conceivably have been named after a Mundane girl. There were three little princesses, four years old, named Melody, Harmony, and Rhythm. Their parents might have had trouble coming up with three names at once. "If you are Mundane, why do you want to stay in Xanth?" "I've always loved Xanth," Melody said. "I've always wanted to be here. But my parents don't believe in it. So I'm going to ask the Good Magician, and even if he says I can't stay, I'll still have to remain here a year t
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