A Darkness At Sethanon

Okay, fantasy fans! Your friendly neighborhood expert-but-totally-casual blogger is back, and today we are diving DEEP into a book that throws everything you thought you knew about the Riftwar Cycle out the window and replaces it with… well, chaos! And awesome stuff. Lots and lots of awesome stuff. We’re talking Raymond E. Feist’s “A Darkness at Sethanon,” the book that wraps up the original Riftwar Saga. Get ready, because we’re going full spoiler ahead. You’ve been warned!
Plot Synopsis: Holy Smokes, What Just Happened?!
Alright, so after the dust settled from the Tsurani war in the first books, things were relatively chill for about a year. King Lyam is settling into Rillanon, Arutha is getting ready to marry Princess Anita in Krondor, Duke Martin is doing Duke things, and Laurie the minstrel is actually marrying Princess Carline (yep, that happened!). Everyone’s reconnecting, Pug is back from Stardock, Kasumi is now Earl of LaMut… it’s like a big family reunion! But of course, this is fantasy, so peace isn’t built to last.
Things go sideways real fast when Arutha returns to Krondor. Our favorite reformed street kid, Jimmy the Hand (now Squire James!), stumbles over a Nighthawk assassin trying to kill Arutha. Turns out the Nighthawks are tied to the Death Goddess temple, and when one captured assassin dies, it’s revealed he’s a magically disguised moredhel (dark elf) who, even dead, tries to attack Arutha and the High Priestess! This undead freak calls upon his master, a guy named Murmandamus. Father Nathan and the High Priestess warn Arutha that dark powers are after him.
Arutha, being the proactive Prince he is, isn’t waiting around. He works with the mysterious head of the thieves’ guild, the Upright Man (via Alvarny the Quick, the Daymaster!), to root out the Nighthawks hiding in Krondor. Jimmy is officially given into Arutha’s service (sniff, bye-bye thieving career, hello shiny armor… mostly). They raid the Nighthawks’ HQ in a brothel basement (because of course), kill them all, but then the bodies rise again as Black Slayers! They have to burn the whole building down. Yikes.
Peace-ish returns just in time for Arutha’s wedding. Everyone important is there. But Laughing Jack, a former Mocker who betrayed Jimmy and was thought dead, shows up again! He’s hidden in the palace, trying to kill Arutha, but Jimmy foils him. The crossbow bolt meant for Arutha hits Anita instead, and it’s poisoned! Laughing Jack, dying, reveals he was saved by Murmandamus and the poison is called Silverthorn. Father Nathan and Pug use magic to basically freeze Anita in time until a cure can be found.
Epic quest time! Arutha, Laurie, Jimmy, Martin, and Gardan (Captain of the Royal Guard) head north to Sarth, where an Ishapian abbey might have info. On the way, they’re attacked by moredhel led by a chieftain named Murad. They reach the abbey, Brother Dominic (an Ishapian monk) helps with magic defense (turns out he’s the former Duke of Krondor!), and they learn about a prophecy: the moredhel will rise when the ‘Lord of the West’ is dead. One of Murmandamus’s agents called Arutha that. So, maybe this Murmandamus guy is the key. They also learn Silverthorn is an elven word. Next stop: Elvandar! Gardan and Dominic are sent to Stardock to update Pug.
In Ylith, Arutha’s party meets Roald (Laurie’s mercenary buddy) and Baru (a Hadati hillman whose village was destroyed by Murad, seeking revenge). They join the quest.
Meanwhile, at Stardock, Dominic and Gardan are attacked by flying elementals (more Murmandamus minions!) but Pug saves them. They share the news. Rogen the blind seer has a vision of a terrible power behind Murmandamus, speaking an ancient Tsurani temple language! Gamina, Rogen’s telepathic ward, also sees it and helps Pug understand. They realize the threat is connected to Kelewan, and Pug decides he has to go back, despite the rift supposedly being closed forever. He takes Meecham and Dominic with him (because they insist). On Kelewan, Pug contacts old friends (Netoha, Lord Kamatsu). The Tsurani Empire is on the brink of civil war (Warlord vs. Emperor). Kamatsu agrees to warn the High Council, but Pug (still considered a traitor) is captured by the Warlord’s men, along with Meecham and Dominic.
Back on Midkemia, Arutha’s party reaches Elvandar, meets Queen Aglaranna, Tomas (Prince Consort, inheritor of Valheru power!), and Tathar. They learn Silverthorn grows near the Black Lake, Moraelin, a dark place. Despite warnings, Arutha vows to go.
Pug and friends are tortured on Kelewan, but Pug somehow taps into a ‘Lesser Path’ magic (thought impossible!), freeing them. The Emperor arrives with Kamatsu, executes the Warlord for treason (convenient!), and Pug gets permission to research in the Assembly library. Elgahar, one of the Warlord’s magicians, reveals the speculation he shared with Pug earlier: the Enemy, the ancient terror from the Chaos Wars that drove nations to Kelewan, is back! Pug finds a reference to the Watchers, beings in the polar ice. He decides to seek them, while the others head back to Midkemia.
Arutha’s party reaches Moraelin, avoids moredhel, finds a strange black building (Valheru?), but no Silverthorn. Jimmy scouts it, realizes it’s a trap. They find Silverthorn under the lake (heavy rain!). On the way back, they’re attacked by Murad’s bigger force, including Black Slayers (those undead freaks!). Baru challenges Murad to single combat and kills him (ripping his heart out just in case!), but Baru is cut down. The elves arrive and save Arutha’s party just as they’re overwhelmed. Tomas arrives with Spellweavers and destroys the Black Slayers (again!). Baru is saved. Quest successful!
Arutha gets back to Krondor, Anita is cured and revived. Double wedding! Arutha & Anita, Laurie & Carline. Everyone’s happy! For almost a year…
Then the ‘darkwind’ blows, a weird magical disturbance felt across the Kingdom and beyond. It’s Murmandamus stirring.
Fast forward: A new Festival of Presentation for Arutha’s newborn twin sons (Borric and Erland). Jimmy (now Senior Squire!) is trying to sneak off to the barrel-ball game. He meets Alvarny the Quick again, who delivers a message from the Upright Man: Nighthawks are back in Krondor, possibly near the old smugglers’ warren in Fish Town. Arutha is NOT happy about this. Jimmy volunteers to scout Fish Town.
Jimmy goes into the sewers (gross!) and is nearly caught by two men, one a perfect magical double of Arutha! He fights one (a Nighthawk!), kills him, but the fake Arutha gets away. Jimmy is then ambushed again and knocked out, drifting in the sewer until found by a friendly tofsman (sewer garbage picker) named Tolly. Tolly gives him a password (“finch”) for the Mocker network and passes on a message. Jimmy realizes the fake Arutha came from an old tannery building in Fish Town and that’s the Nighthawk hideout.
Jimmy gets back to the palace just as the fake Arutha is entering the Prince’s quarters! Jimmy, Gardan, and Roald intercept him. Jimmy identifies the imposter (his boots are muddy from the sewer!). The fake Arutha is wounded and captured, revealed as a moredhel. He dies, but Father Nathan warns they must burn the body (Black Slayers!).
Arutha is now SUPER NOT HAPPY. He seals Krondor under martial law, causing total chaos, widespread grumbling, shortages, and even riots. The city watch commander resigns in protest! Arutha is obsessed with finding the remaining Nighthawks, interrogating everyone suspicious, but finds nothing. He’s acting out of fear and anger, ignoring counsel.
Jimmy overhears Laurie wishing there was a magic way to identify Nighthawks. Lightbulb! He talks to Father Nathan and High Priest Julian of Lims-Kragma’s temple. They plan a fake ‘trial by the Goddess of Death’ to scare the Nighthawks out of hiding. They gather suspects in the temple, Julian does his spooky priest thing. It works! A man tries to run, chaos erupts. Another prisoner grabs a dropped dagger and throws it, striking Arutha in the chest!
Pandemonium! Arutha is dying. Laurie lifts the quarantine on Krondor and sends riders to fetch Anita back. Arutha dies. Laurie, Gardan, Volney, and Nathan are devastated.
BUT HOLD UP! Surprise! It was all a ruse! Arutha isn’t dead, just wounded (the dagger wasn’t poisoned, but it was a real wound!). With Murmandamus thinking the ‘Lord of the West’ is dead, Arutha sees a chance. He fakes his death and funeral to disappear off the map. He and Laurie decide to go north themselves to find Murmandamus. Roald joins them. Jimmy figures out the whole scheme (muddy boots, missing sorrel horse, slippers in the casket) and, along with Locklear, tracks them down and joins the party.
Meanwhile, Pug’s quest: He reaches the Thun-held tundra, finds the centaur-like Lasura (weirdos!), reaches a glacier, and meets a cowled being – a Watcher! Turns out the Watchers are the eldar (elder elves!), living in a magic forest (Elvardein) under the icecap. Pug stays a year, learning from Acaila and other eldar, mastering magic beyond human understanding (Lesser Path, moving between worlds by will!). He learns the Enemy is an ancient thing of awesome power threatening both worlds. The eldar tell him Macros the Black predicted his coming. Pug leaves Elvardein (taking some serious magic upgrades with him) to find Macros, believing Macros is the key to understanding the Enemy and stopping the threat. The eldar (specifically Acaila) instruct him to seek the Oracle of Aal.
Pug uses his new powers (aided by Tomas, who he summons from Elvandar - telling him he needs Tomas’s Valheru-derived abilities for inter-world travel) to reach the world of the Aal. They find the Oracle, a mad girl inhabited by the spirit of the last female Aal. The Oracle demands to be saved as payment for knowledge. Pug enters her mind, navigates her madness, and speaks to the Oracle spirit. He promises to find the Aal a new home when his quest is done. The Oracle agrees, reveals that Murmandamus is working for the Enemy and needs the death energy from war. She directs Pug to seek Macros the Black, who “knows all” and can guide him.
Pug summons Ryath, a greater golden dragon (daughter of Rhuagh, who Tomas knew!), using Tomas’s Valheru connection to dragons to gain her aid. They ride Ryath through rift-space across the universe, using Pug and Tomas’s combined power/knowledge to reach the City Forever (Macros’s island!). Macros is gone, but his goblin steward, Gathis, has maintained an illusion. Pug dispels it, Gathis appears, and tells them Macros disappeared about a month after Pug last saw him (after the rift closing). Gathis believes Macros is dead. He finds a scroll from Macros hidden in the villa (mimicking Pug’s own home!) that says Macros might be dead, or trapped “somewhere beyond the normal boundaries of space and time.” It says to seek him in the Halls of the Dead. If not there, he’s captive “in a place difficult to find.”
Gathis directs them to the Halls of the Dead on Novindus (the southern continent). They ride Ryath across the Endless Sea. They find the City of the Dead Gods and the temple to the four lost gods. They take a mystical ferry across a river into the Halls of the Dead (a realm of spirits). They see dead souls queuing to be judged by Lims-Kragma (the Death Goddess). They see their dead friend Roland! Lims-Kragma tells them Macros isn’t there, but she can’t tell them where he is. She hints he’s in the only place beyond her reach.
They realize the only place beyond the realm of death is the City Forever itself. They return to the City of the Dead Gods, summon Ryath, and fly back through rift-space to the City Forever. They are immediately attacked by elemental creatures (defeated by Ryath, Tomas, and Pug). They enter a black building (a trap!) and fight through legions of nightmare creatures (Tomas with sword, Pug with magic). They descend through solid rock (Pug’s new skill!) and face more monsters (including a boar-man). They descend again into a vast cavern with a burning lake and an island tower (another trap!). Pug uses wind magic to put out the fire, sink the boat, and blow the island warriors into the water where lake creatures eat them. They fly to the tower.
At the top of the tower, they find Macros! He seems weak. But it’s another trap! Macros is controlled by a Dreadmaster, a terrifying anti-life creature! Macros attacks, incapacitating Pug and Tomas. The Dreadmaster reveals Macros is held captive in the “Garden” within the City Forever, and they (the Enemy!) knew Pug and Tomas would come this way, not seek Macros’s true prison. Tomas reveals his powers aren’t just Valheru heritage, but he is Ashen-Shugar reincarnated! He heals his arm, and with Pug’s help (from a feigned unconsciousness!), they cage the Dreadmaster in magic crystal.
Macros reveals he was trapped by the Enemy (the Valheru!), but they didn’t kill him because he’s unkillable. He also reveals he could still see the future, but needed Tomas to come into his full power and Pug to gain the eldar’s knowledge. He also reveals the trap they fell into wasn’t a physical prison, but a time trap, sending them backward in time at 1 day per true day.
Macros (recovering some power) and Pug realize they can’t escape by fighting the trap, but by accelerating it! Pug uses his new powers to speed up the reverse time flow, doubling it repeatedly. They fly back through time faster and faster (years per second!). They witness the Chaos Wars in reverse! They escape the trap by accelerating themselves back before the beginning of the universe, before time existed! They witness the creation of the universe - the “Hand of God”!
Pug realizes he is now like Macros, a “sorcerer” of immense power. Macros confirms Pug is his heir. Macros’s full powers return. They agree Macros will find a way home, and they will guide the newly created universe’s time forward back to their own era using the Hall of Worlds.
Macros reveals the Enemy is the collective consciousness of the Valheru, thrown out of this universe by the new gods after the Chaos Wars. They want back in. Macros (as Ashen-Shugar) had prevented their ultimate weapon (the Lifestone) from being fully utilized then.
Tomas gains all of Ashen-Shugar’s memories. He realizes his life, his reincarnation, was designed by Macros to fulfill Ashen-Shugar’s last wish: to prevent the Valheru from returning. He remembers freeing the tiger-men and serpent people. He recalls hiding the Lifestone and sealing the ancient Valheru city (now Sethanon).
Macros, Pug, Tomas, and Ryath travel the Hall of Worlds forward through time, skipping planets, aiming for Midkemia. They face a few minor dangers (a poisonous planet, more dreads!). Ryath (the dragon) transforms into a human woman (her secret!) so she can walk the Hall. They reach Midkemia just after Pug last left Stardock. Pug contacts Gamina telepathically, telling them to meet at Sethanon.
Back in Midkemia, Martin, Baru, and Laurie ride hard for Stone Mountain after Arutha fakes his death. They face Black Slayers (Roald sacrifices himself to cover their escape!) and giants. They lose their horses and hide. They are found by dwarves led by Paxton (son of Chief Harthorn). Martin meets the new King of the Western Dwarves: Dolgan! Martin updates them on Murmandamus. Dolgan mobilizes!
Martin, Baru, and Laurie (on dwarf ponies!) head for Yabon City to meet with Duke Vandros. Baru finds distant kin among the Armengarian refugees streaming into Yabon. They update Vandros, and the army of Yabon marches for Hawk’s Hollow (a quick pass to Sethanon).
Arutha, Guy, Amos, Jimmy, Locklear, Briana, and Shigga (a friendly Armengarian hunter) escape Armengar just before it’s utterly destroyed by Guy’s trap (holy naphtha explosions!). They flee through the mountains, facing more goblins and trolls. They are saved by the arriving dwarves and elves (Galain is there!). Galain is surprised to find descendants of the glamredhel (mad elves) living in the Edder Forest! They speak with the glamour-elves’ king (Aron Earanorn), revealing Elvandar exists. The glamour-elves agree to let them pass and provide guides to Cutter’s Gap.
Arutha’s party (on captured bandit horses!) reaches Cutter’s Gap. They are caught by the garrison led by Brian Highcastle. Highcastle is an arrogant idiot who refuses to believe Murmandamus is bringing a huge army, or that Arutha isn’t dead! He won’t abandon his post.
Murmandamus’s army arrives. Highcastle refuses to retreat, standing firm against overwhelming odds. His garrison fights heroically but is slowly overwhelmed. Highcastle is killed. His officers (du Masigny and de la Troville, former vassals of Guy!) take command and, at Arutha’s direction, order a full evacuation, leaving behind only a token dead force propped on the walls as a bluff. Arutha, Guy, Amos, Jimmy, Locklear, and Galain escape Highcastle just before dawn, cutting loose horses and setting a small fire as a final bluff.
They ride hard towards Sethanon. They find Murmandamus’s hidden supply caches (evidence of long planning!) and destroy them. They reach Sethanon ahead of the enemy, meeting with Baron Humphry (the local lord, easily convinced by Arutha). They organize the defense, evacuate the surrounding farms (burning them to deny supplies), and prepare for a siege. Humphy defers command to Arutha, who puts Guy, Amos, and the Highcastle officers in charge.
Murmandamus’s army arrives and lays siege to Sethanon. Murmandamus offers parley, surprisingly offering safe passage for all citizens if they surrender the city. Arutha refuses, identifying himself as the living Prince of Krondor and Bane of Darkness, holding up the Sarth talisman (now glowing!). This throws Murmandamus into a rage, seems to anger his army, and sends his serpent priest companion Cathos into a frenzy (who Murmandamus then kills by riding over him!). The attack begins!
The defense of Sethanon is brutal. The walls won’t hold long. Guy orders a staged retreat to the keep, hoping to bleed the enemy.
Just as the inner keep is about to be breached, Pug, Macros, Tomas, and Ryath arrive by dragon! They land, and Arutha meets them, overjoyed but confused. Macros explains Murmandamus wants something in Sethanon and they must stop him. Tomas realizes the Lifestone is under the keep. Pug, Tomas, Macros, and Arutha use Pug’s magic to teleport into the ancient Valheru chamber under the keep.
Tomas explains the Lifestone is an artifact that drains life force from the planet to empower the user and open a portal for the Valheru, but it will kill everything on Midkemia! Macros gives Arutha the Sarth talisman, magically fused into his sword, which will now wound creatures of dark summoning (like Murmandamus) and protect Arutha from magic. Tomas goes out of phase with the Lifestone to guard it, while Pug and Macros prepare to fight Murmandamus (who Macros knows will come).
Murmandamus appears in the chamber! Arutha challenges him, calling himself the Bane of Darkness. Arutha, aided by his new talisman-sword (which can wound Murmandamus!), duels and defeats the physically powerful, magically vulnerable moredhel leader, impaling him. Murmandamus, dying, reveals he is a “thing of death, servant of Darkness,” and his death will cause Arutha’s destruction. His body splits open, revealing a green-scaled serpent creature inside (a Pantathian!), which dies. A red flame erupts from the body and flies towards a growing rift.
Pug and Macros, linked with the arriving Assembly magicians (Hochopepa and Elgahar!) fighting their way to the keep, are working to hold the abyss open by force of will. The red flame (a concentration of death energy?) shatters their magic barrier. The rift opens, and the Dragon Host bursts through into Midkemia! Hundreds of Valheru riding dragons pour into the sky!
Ryath, who followed them into the chamber, fights a Dreadlord alone. Tomas faces Draken-Korin (Lord of Tigers, in person!). Draken-Korin battles Tomas, shifting forms between different Valheru, boasting he is a multitude. Tomas realizes it’s a bluff, they’re only a part of the collective Valheru consciousness slipped through early! The injured Dreadlord fighting Ryath stumbles, hitting Draken-Korin. Tomas pushes Draken-Korin onto the Lifestone. Draken-Korin reaches for the Lifestone, attempting to open the portal fully. Tomas jumps and drives his golden sword into Draken-Korin’s body and the Lifestone, impaling the Valheru to the gem.
A wind erupts from the Lifestone, sucking in Draken-Korin’s essence and the injured Dreadlord.
Pug and Macros are overwhelmed by the force of the rift opening. The Dragon Host enters! But then, at the moment of ultimate defeat, something unexpected happens! A force rises from the crater/Lifestone, perhaps the life essence of Midkemia itself! It clashes with the Valheru, turning them into insubstantial wraiths, ghosts pulled back into the Lifestone/fissure. The tear in the sky closes. The wild dragons are left riderless and flee.
The green dome of light forms over Sethanon, filling everyone with inexplicable joy and banishing despair. The Valheru are trapped within the Lifestone, held by Tomas’s sword. The Dreadlord is also trapped. Ryath is found terribly injured, but still alive.
Aftermath: Pug realizes he is a “sorcerer” like Macros, inheriting his knowledge and power. Macros reveals Tomas is mortal again, his Valheru power diminished but not gone. Macros, his powers fully restored, must move on (perhaps to other universes?), leaving his knowledge to Pug and his stewardship to Gathis. Ryath is healed by Macros, her scales replaced with gems from the treasure vault, and the Oracle of Aal (spirit form) takes over her body, becoming the guardian of the Lifestone. They agree to keep the Lifestone’s location secret, cursing the city to make it uninhabitable. Lyam arrives with his army, confirms the truce with the Tsurani (who pulled back as soon as the Black Slayers fell), confirms the alliance with Kesh. He incorporates the Armengarians into the Kingdom. He gives rewards: Dolgan is King, Armand is Duke of Bas-Tyra, de la Troville is Baron of Highcastle and Gyldenholt, du Masigny regains Calry, Baru joins his kin. Guy du Bas-Tyra becomes Duke of Rillanon and First Advisor to the King! Arutha, still Prince of Krondor, agrees to train Jimmy (now Senior Squire) and Locklear (now his Squire) as administrators and soldiers, asking Volney and Gardan to stay on for four years to help (blackmailing them with ambassadorships!). Anita and Carline arrive, confirming Lyam’s wife is pregnant (securing the succession!). Jimmy gives Locklear the Senior Squire position. Arutha reunites with his family, knowing the world is saved, but mysteries remain (Pantathians, the Lifestone).
Character Analysis
Man, this book puts some characters through the wringer and others into roles you’d never expect!
- Arutha conDoin: Still the cautious, capable Prince, but this book shows his protective rage (Anita’s poisoning, the Nighthawks), his strategic brilliance (defense of Sethanon), and his vulnerability (faking his death, his emotional turmoil). He steps fully into his role as the ‘Lord of the West’ and accepts his destiny/prophecy, eventually shedding his initial suspicion of Guy. His relationship with Jimmy solidifies into a true bond, almost like a surrogate father/son thing.
- Pug: Goes from powerful magician to… something else entirely! His year with the eldar unlocks truly cosmic power, making him one of the most formidable beings around. But he remains fundamentally Pug – curious, humble, a little overwhelmed, and dedicated to his friends and family. His bond with Macros becomes central, culminating in him becoming Macros’s successor.
- Martin conDoin: Still loves the woods and being quiet, but steps up big time as a leader. He’s a brilliant hunter/tracker (essential in the mountains!) and fiercely loyal. His relationship with Briana adds a touching, human element to the grand conflict. He proves his mettle getting word to Dolgan and Vandros.
- Jimmy the Hand (Squire James): The shining star of personal growth! He fully embraces his new life, proving invaluable with his street smarts, thieving skills (used for good!), courage, and sharp mind. He’s loyal, perceptive (figuring out the fake death!), and brave. His friendship with Locklear is tested but solid. He’s definitely destined for bigger things than just “squire.”
- Locklear: Starts as a somewhat naive noble boy, but the journey north and the horrors of Armengar (especially Bronwynn’s death) harden him. He loses his innocence, but gains a grim resolve and bravery. His puppy love is tragic, but it drives a significant change in him. He becomes a true soldier/survivor.
- Guy du Bas-Tyra: Whoa. This book flips the script on Rodric’s hated traitor. Guy is revealed as a brilliant military mind, a capable leader, and fiercely loyal to the Kingdom (even if his methods were questionable). He’s complex, burdened by loss (Catherine, Gwynnath), cynical, but ultimately dedicated to saving lives and rebuilding. His rivalry with Borric and his respect for Arutha are key. His dynamic with Amos is awesome – the cynical military genius and the earthy, loyal pirate.
- Macros the Black: The ultimate puppet master… who turns out to be a pawn himself! He’s ancient, powerful, knows way too much, and has been manipulating events for centuries based on foreknowledge (and later, necessity). But he’s also burdened by his immortality, his past, and the weight of cosmic conflict. His final revelation and departure are bittersweet.
- Tomas: His inner conflict between human and Valheru is resolved. He embraces his destiny, not just as the inheritor of power, but as Ashen-Shugar reincarnated, tasked by his past self to prevent the Valheru’s return. He’s incredibly powerful but still grounded by his human friendships (Pug, Martin). His final act securing the Lifestone is pivotal.
- Ryath: More than just a ride! She’s ancient, powerful, proud, and loyal (to Rhuagh’s memory, and thus to Tomas). Her secret (shapeshifting into human form) is wild, and her final sacrifice fighting the Dreadlord, followed by the Oracle inhabiting her body, is a stunning twist.
- The Oracle of Aal: A tragic figure/entity. Ancient, keeper of truth, but trapped in madness until freed by Pug. Her integration with Ryath is a solution for both.
- Murmandamus: The central villain, but revealed as a tool of the Pantathians and ultimately a puppet of the Valheru. He’s powerful, charismatic (sweet-talking Sethanon!), but also ruthless and prone to rage (killing his own men, the serpent priest). He’s a monster, but the revelation of the Pantathian inside makes him even more alien and terrifying.
- Baru: The loyal Hadati warrior. Seeking revenge, he finds purpose and a new home among his rediscovered kin. His skills in the mountains and connection to the Beasthounds are crucial.
- Roald: The fun-loving mercenary. He proves his loyalty and bravery with his final, heroic sacrifice. A sad loss, but meaningful.
- Amos Trask: Still the boisterous, lovable pirate! He’s incredibly loyal, pragmatic, and surprisingly insightful. His friendship with Guy is one of the most unexpected delights of the book. He’s a survivor and a solid commander.
- Kulgan, Hochopepa, Elgahar: The magic trio. They bring humor, wisdom, and power when needed. Kulgan is the grounding force, Hochopepa the eccentric genius, Elgahar the dedicated scholar/warrior. Their arrival with the Tsurani army is a massive turning point.
Thematic Resonance
“A Darkness at Sethanon” hits you with a whole bunch of cool themes, explored against an epic backdrop.
- The Nature of Evil: It’s not just guys in black hats! Evil is layered – the Nighthawks as assassins, the moredhel as brutal warriors, Murmandamus as a charismatic, ruthless leader, the Pantathians as ancient manipulators, the Dreadlords as anti-life forces, and ultimately, the Valheru as beings of amoral destruction. It forces you to think about the source of evil.
- Destiny vs. Free Will: Prophecy plays a huge role (Lord of the West, Bane of Darkness, Macros’s foreknowledge). Are characters just playing out a script? Or do their choices matter? Arutha embracing his ‘Bane of Darkness’ role, Macros choosing to act despite knowing the future, Pug making choices based on partial info – they all grapple with this. Ultimately, their choices in the face of foreseen events seem to be the key.
- Hidden Powers and Ancient Lore: The world isn’t just what the current inhabitants know. There are layers of forgotten history, ancient races (Valheru, Aal, Glamredhel, Eldar), forgotten magic (Lifestone, Dreadlords, Hall of Worlds), and beings of immense power (Macros, Pug, Tomas, the Oracle). The search for this knowledge is vital to combating the threat.
- The Cost of Leadership and Duty: Arutha’s terrible decision-making under pressure (martial law, his fake death), Guy’s sacrifices (loved ones, reputation) for the sake of his people/Kingdom, Highcastle’s fatal adherence to duty, Martin and Laurie leaving their loves to undertake a dangerous mission – everyone in power faces difficult, painful choices.
- Identity and Transformation: Jimmy’s journey from thief to squire, Tomas’s struggle with/acceptance of the Ashen-Shugar legacy, Pug’s transformation into a sorcerer, Guy’s re-evaluation of himself and his role, Locklear’s loss of innocence – characters are fundamentally changed by their experiences.
- Unexpected Alliances: Humans teaming up with elves, dwarves, Hadati, pirates, and even former enemies (Guy!) and inter-dimensional entities (Oracle, Tsurani Assembly, Keshian Intelligence!) – the face of ‘good’ in this conflict is incredibly diverse. It highlights the need to set aside old prejudices in the face of a greater threat.
World-Building Deep Dive
Feist pulls out all the stops here, expanding the world beyond just Midkemia and Kelewan in some mind-bending ways.
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Midkemia Refined: We see more of the geography (Yabon Highlands, Cutter’s Gap, High Wold, Dimwood) and political structure (Barons, Dukes, the King’s authority, the tension between Rillanon and the Western Realm, the fractured East). The impact of the Riftwar is still felt (Kasumi, the Tsurani garrison in LaMut). Sethanon, initially just a small city, becomes the pivotal location due to the ancient secrets buried beneath it.
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Kelewan and the Tsurani Empire: We get a glimpse of the internal turmoil (Warlord vs. Emperor) and the power of the Assembly of Magicians. It’s revealed the Tsurani also fled from the Chaos Wars, sharing a deep ancient history with Midkemia (and the Enemy). Their eventual intervention with armies and magicians is a massive deal.
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Ancient History Overload: The book plunges deep into the pre-history of Midkemia and the universe:
- The Two Blind Gods of the Beginning (Rathar/Order, Mythar/Chaos) and their flight.
- The emergence of the new gods and their internecine warfare and eventual alliance against the Valheru.
- The Valheru (Dragon Lords): Ancient, incredibly powerful, amoral beings who ruled through destruction. Their nature, their collective consciousness, their struggle with the gods, and their banishment are central.
- The Chaos Wars: The universe-shattering conflict between the gods and the Valheru, which led to the rifts, the scattering of races across dimensions, and the sealing of Midkemia.
- The Lifestone: A Valheru artifact designed to drain life force from a planet to empower the user and open portals. Hidden by Ashen-Shugar (Tomas). Located under Sethanon.
- The Aal: An ancient, possibly first, race, keepers of truth. Driven from their world. The last female (the Oracle) is crucial.
- The Glamredhel: Elves who followed Draken-Korin, twisted by Chaos Wars magic, developing their own cities (Sar-Sargoth, Sar-Isbandia/Armengar) and sciences. The Edder Forest elves are their descendants, primitive but survivors.
- The Eldar: Elves who followed the ‘true’ elves, keepers of lore, self-exiled on Kelewan (Elvardein) to study and wait. Their magic is unique.
- The Pantathians: Serpent people created by Alma-Lodaka (Valheru). They are a death cult dedicated to bringing her back. Murmandamus was their tool.
- The Dreadlords/Dreadmasters/Common Dread: Anti-life beings from another universe, capable of draining life and causing despair. Used by the Valheru/Pantathians.
- The Hall of Worlds (Universe Hall): A mystical dimension/pathway connecting different worlds and points in time. Travelable by those who know how.
- The City Forever: A mysterious, ancient, unbuilt city in the Hall of Worlds, impervious to time and destruction. Macros’s prison.
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Magic Systems Expanded: We see Pug master the “Lesser Path” (thought to be the only human magic), then learn the Eldar’s techniques (weaving spells, manipulating time!), becoming a “Sorcerer” – understanding that all magic is one, limited only by the caster. Tomas uses his inherited Valheru power (healing, strength, limited phase-shifting, command over beasts) and later his full Ashen-Shugar memories, but eventually loses much of it. Dreadlords drain life. The Lifestone is a planetary power source. Murmandamus/Pantathians use death energy and manipulation.
Genre Context & Comparisons
“A Darkness at Sethanon” is squarely epic fantasy, but it twists a lot of common tropes and significantly broadens the scope of the series beyond typical ‘human kingdom vs. evil neighboring race’.
- Epic Fantasy: It’s got the sprawling quest, the massive armies, the chosen one elements, the high stakes (world-ending threat!), and the large cast of characters with intertwined fates. It fits the mold established by Feist’s earlier books and other classic epic fantasies.
- Quest Narrative: Arutha’s quest for Silverthorn and Pug’s quest for Macros are parallel, multi-stage journeys involving unlikely allies, dangerous travel, and encounters with hidden knowledge/beings.
- Multi-World Fantasy: Feist leans hard into the multi-world aspect established in the first books. The story isn’t confined to Midkemia and Kelewan anymore; we visit the Halls of the Dead, the City Forever, the world of the Aal, and various unnamed planets via the Hall of Worlds. This makes the conflict truly cosmic.
- Chosen One Trope: Arutha is the ‘Lord of the West’/ ‘Bane of Darkness’ from prophecy, but he’s also a pragmatic, capable leader who relies on alliances and strategy, not just destiny. Tomas is revealed as a different kind of ‘chosen one’ – a reincarnation with a specific, ancient purpose tied to the Valheru. Pug becomes Macros’s heir, a chosen power. There are multiple “chosen” figures, each with a different role.
- Subversion: The main villain, Murmandamus, isn’t the Big Bad; he’s a pawn. The hated traitor, Guy du Bas-Tyra, becomes a hero and a key ally. The Death Goddess temple isn’t inherently evil, but infiltrated. The Tsurani aren’t just alien invaders, but potential allies against a common, older enemy. Elves aren’t monolithic (Elvandar vs. Glamour-elves). Dragons aren’t just monsters; they have hidden societies and powers.
- Comparisons: It builds directly on the previous Riftwar books, deepening the magic system and history hinted at earlier. It’s comparable to other epic fantasy series that involve ancient evils and multi-planar conflicts (like maybe some Moorcock, or later Wheel of Time stuff, though different in tone). The reveal of the Valheru collective consciousness and the true scope of the Chaos Wars feels unique, elevating it beyond a standard “demon invasion” plot. The way the world’s magical history and geological features are tied to ancient conflicts (Lifestone under Sethanon, cities built by glamredhel) is pretty cool.
Influences & Inspirations
Speculating here, but based on the text, you can see echoes of:
- Classic High Fantasy: The quest structure, the clear good vs. evil lines (though blurred with characters like Guy), the standard fantasy races (elves, dwarves, goblins, trolls, dragons) – all feel rooted in Tolkien and the wave of fantasy that followed.
- Mythology: The concept of gods warring and creating reality (the Two Blind Gods, the new gods) echoes creation myths. The ferryman in the Halls of the Dead is straight out of underworld myths (Charon). Prophecies are standard mythological fare.
- Sci-Fi Concepts: Inter-dimensional travel, time manipulation, anti-life entities (Dreadlords!), advanced ancient races (Aal, Valheru) with high technology/magic blending – this is where the “Sci-Fi/Fantasy” label really kicks in. It feels influenced by classic space opera concepts blended with magic. The City Forever and Hall of Worlds feel like concepts from larger cosmic sci-fi.
- Military History: Guy’s strategic thinking, the details of siege warfare (Armengar’s defense, Highcastle, Sethanon), the troop movements, the discussion of casualties and morale – Feist clearly puts a lot of thought into the logistics of fantasy warfare, drawing from real-world military ideas.
Key Takeaways
Here are a few things that really stuck with me after finishing this wild ride:
- The threat from Murmandamus wasn’t just a standard invasion; it was a complex plan by the ancient Valheru (via the Pantathians) to return to Midkemia using the Lifestone, which would have killed everything on the planet.
- Arutha, Pug, and Tomas were manipulated by Macros into fulfilling specific roles based on foreknowledge, becoming incredibly powerful and ultimately saving the world (and maybe the universe!).
- Guy du Bas-Tyra, the Kingdom’s greatest traitor, was revealed to be a brilliant general and ultimately a hero, sacrificing everything for his people and the Kingdom’s welfare.
- Magic isn’t just “Greater” or “Lesser”; it’s one force, understood and wielded differently by different beings. Pug becomes a “Sorcerer,” understanding magic at a deeper level than almost anyone.
- Midkemia has a lot of ancient, hidden history, including forgotten cities, ancient races, and artifacts of immense power tied to the very fabric of the universe.
- Even against overwhelming, seemingly unbeatable evil, courage, unexpected alliances, and a little bit of luck (and massive magical power!) can make a difference.
Wrapping It Up
Man, oh man. “A Darkness at Sethanon” is NOT just the end of a trilogy; it explodes the world-building of the Riftwar Saga in ways you just don’t see coming. The scope goes from kingdom-level to cosmic, the history dives deeper than you could imagine, and the characters grow and change in truly satisfying (and sometimes heartbreaking) ways. Is it complex? Absolutely. Does it throw a LOT at you in one book? You bet. But is it an epic, thrilling, and surprisingly touching conclusion to the original saga? YES. It’s got everything: quests, battles, magic (SO MUCH MAGIC!), political intrigue, personal sacrifice, laugh-out-loud moments (mostly thanks to Amos and Jimmy), tear-jerking moments (Roald, Bronwynn, Guy’s losses), and reveals that will make your head spin.