The Last Rune Series By Mark Anthony Reviewed by David Froude This is an author I came across by accident while browsing through the bookshelves in a local charity shop. Once I started reading, I was hooked, drawn in and landed. I subsequently discovered that a further three volumes had been published and a fifth and sixth volumes would be published in 2003 and 2004. The series is saga of magic, adventure, courage and fate on parallel worlds. The old age struggle between good and evil. The Last Rune 1: Beyond the Pale On a world called Eldh, an ancient gate bound by runes is weakening and an evil force that has been imprisoned for more than a thousand years is stirring and it's effects are spilling over into Earth. Beyond the Pale is a novel about people drawn from our world into another and it begins typically enough with the two main characters feeling out of place and then strange things begin happen around them. Travis Wilder is rootless saloonkeeper in a small Colorado mountain town. Grace Beckett is a doctor in a Denver hospital. The two of them do not meet until well into this first volume, so the reader gets to know them individually before they meet. In the Colorado town of Castle City on Earth strange things are happening. Unknown symbols are appearing on storefronts and ancient legends are coming to life. Travis is handed an ornate iron box and a mysterious mission. In Denver doctor Grace Becket sees dead men walk and witnesses a terrifying and inhuman scene of carnage. Destiny draws Travis and Grace to the otherworld of Eldh. Eldh is a land of gods and monsters, myths and rune-craft, conspiracy and blood. It is a world that has secretly coexisted beside our Earth for millennia. The boundary between two worlds is crumbling in the face of a monstrous evil. Travis and Grace need to save this strange land in order to safeguard their own world. Pick up this book and you won't put it down until you've finished. The Last Rune 2: The Keep of Fire Travis Wilder has returned to Earth from the world of Eldh, hoping to settle back into his normal tedium in the mountains of Colorado. However this is not to be. He finds himself stalked by two shadowy organizations, each aware of his incredible journey to Eldh, and each determined to exploit it, no matter what the cost is to Travis or Eldh. Meanwhile, a terrifying new plague is spreading like wildfire, a disease with no cure. When the disease strikes his closest friend, Travis is drawn back to Eldh, where the same epidemic, known as the Burning Plague, is wreaking another kind of havoc. There, in a realm of gods and monsters, myths and rune craft, Travis and his former companion from Earth, Grace Beckett who stayed on Eldh, must solve the riddle of the plague. Where did it come from, what is its purpose and how can it be stopped before it completely destroys the two coexisting worlds of ancient Eldh and modern Earth. The Last Rune 3: The Dark Remains Travis Wilder and Grace Beckett have returned to modern Earth to get medical help for their severely wounded friend Beltan, a knight from the world of Eldh. As Beltan lies unconscious in a Denver hospital, a shadowy organisation plots to kidnap him for use in cruel experiments. Sinister forces of dark magic cross the boundary from Eldh to Earth in a murderous search for Travis and Grace. Meanwhile, in Eldh itself, a young baroness, her witch companion, and their mortal and immortal friends journey to a dying city to confront a nameless evil that has begun to annihilate the gods. Travis and Grace have to save themselves and Beltan and journey back to Eldh. Only on Eldh in can they hope to defeat a demonic enemy that can shatter time, devour space, and turn existence into nothingness. The Last Rune 4: Blood of Mystery A twist of time while escaping in their last adventure has left Rune-breaker Travis Wilder and three of his Eldh friends stranded in a lawless Colorado mining town in 1880's Earth. As they search for a way back to their own time, Grace Beckett, in present-day Eldh, journeys to a frozen kingdom where she learns of her own background and of her own terrifying destiny to oppose the Pale King and his monstrous army in the coming cataclysmic battle that will decide Eldh's future forever. If the Pale King emerges victorious, his master Mohg, the dread Lord of Nightfall, will return from exile, break the First Rune, and remake Eldh in his own dark image. Earth, Eldh's sister world, will then suffer a similar fate. Travis needs to find a way to return to Eldh in time to align his calling as Rune-breaker with Grace's destiny as Blade-mender if there is any hope to defeat an ancient evil enemy. This volume links back to the happenings in Beyond the Pale. Finally I am enjoying this series. The characters are complex, distinctive and plentiful. Since they are constantly travelling, the world of Eldh is being fully explored. Eldh is interesting, its magic intriguing, and its politics complex. Both Grace and Travis are believable heroes with each carrying a trauma from their past which influences them as the person they represent. Both are able to find the courage to struggle through the problems they encounter on Eldh and Earth. I recommend reading the series in sequence as each book builds on the previous one. If read out of sequence it will not have the same impact, as both the characters and the world of Eldh are evolving as the series goes on. 5 August 2002 - o -