Title: Bookwright: Book One of the Vanir Trilogy 
Author: G.R. Dasher 
Publisher: iUniverse 
ISBN: 978-1491753385
Pages: 288
Genre: Science Fiction / Adventures 
Reviewer: Liz Konkel  

Hollywood Book Reviews


Jarl Hawkins finds himself in a dire predicament after his crew dies and his ship drifts into space. Just as all hope seems lost, he receives help from an unexpected rescuer. A wizard named Kvasir saves his life and takes him back to his planet, Vanir. The magical world he encounters is unforeseen and takes him out of his comfort zone. A king battles rivals for control of a kingdom. At the same time, various groups have varying degrees of control, from nomads roaming to wizards practicing magic to a church using its authority to squash independent thought.

The prologue quickly sets up the story through the meeting of Kvasir and Jarl’s rescue, which immediately catalyzes the adventure. Jarl begins the story on a dying ship, and in an interesting twist, being saved comes with unexpected consequences. He’s introduced to a planet with differing advancements from what he’s used to, which ranges from magic to political turmoil. The shift from a dying ship to this plane of magic inadvertently draws Jarl into a war, though the adventure also gives him moments of comfort through the people he meets. You see this planet and the conflicts through his outside perspective, which becomes the saving grace that the people on Vanir need. As the adventure unfolds, Jarl is pulled further and further until he’s paying the price for helping and speaking up on behalf of the people, such as going to prison. His journey changes settings, going from the isolation of a dying ship to an expansive landscape that includes locations that are reflective of the fantasy genre and brings him through salt flats, forest, the Ranger barracks, and more.

The science fiction adventure has remnants of high fantasy, as Vanir is a planet with wizards, a kingdom, and travel by horse. These elements create an interesting mix that adds something new to each genre. The journey explores religion and politics while incorporating a commentary on the historical aesthetics of Vanir society. This is seen in how he angers the Church and is stripped of his modern weapons to be part of society, but this requires him to agree to their ideals. Different groups, such as Ghost Raiders and the Church, are used to explore this as conflicts over beliefs, religion, and politics. These conflicts seem “primitive” to Jarl, who is driven by his futuristic background to instill changes, and this causes him to butt heads with those in charge. This concept is used to explore themes of war, oppression, and the church’s control. Running through his journey is a search for Kvasir, who, after the rescue, is separated from Jarl. This creates a subtle mystery that balances the action, which finds Jarl encountering mobs, a rogue priest, and a surprising protector in prison.     

Author G.R. Dasher writes an intricate adventure that delivers a stunning landscape full of danger, keeping you turning the page. A prominent theme throughout is inquisitiveness, which is a quality that the church doesn’t appreciate and that pushes Jarl to create a printing company. This is a science fiction equivalent of the development of the free press, spreading the truth that’s being kept hidden and serving as a way to expose the lies and secrets. The adventure keeps a steady pace, and Dasher knows when to touch upon serious topics, action, or quieter moments. Throughout Jarl’s time on Vanir, he meets a variety of characters that help him in some way or another, from Kvasir saving him to a rogue priest who is a reflection of his journey to the various Rangers. Bookwright: Book One of the Vanir Trilogy, is a science fiction adventure with magic, adventure, engaging action, and thought-provoking themes. I can’t wait to see what happens in future novels.


Buy on Amazon