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The Icewind Dale Trilogy Collector's Edition

The Icewind Dale Trilogy Collector's Edition Capsule Review by Jake de Oude on 23/04/02
Style: 4 (Classy and well done)
Substance: 3 (Average)
This book does not provide deep characterization or an intricate plot. You'll find an entertaining adventure in an interesting setting here, however.
Product: The Icewind Dale Trilogy Collector's Edition
Author: R.A.Salvatore
Category: Novel
Company/Publisher: Wizards of the Coast
Line: Forgotten Realms
Cost: US$19.95, CAN$ 31.95
Page count: 1040
Year published: 2001
ISBN: 0-7869-1811-X
SKU: TSR21811
Comp copy?: no
Capsule Review by Jake de Oude on 23/04/02
Genre tags: Fantasy

When you say D&D, you say Forgotten Realms: its most successful campaign setting, published in 1987. As I noted in my review of the initial boxed set, the setting gave birth to some heroes with a life of their own: the sage Elminster and the drow Drizzt Do'Urden. While the early years of Drizzt were later described in The Dark Elf Trilogy, Drizzt first saw the light of day in The Icewind Dale Trilogy, the subject of this review.

Production values

This edition, first published in February 2001, is a paperback version and bundles all three books of the cycle. The Crystal Shard, Streams Of Silver and The Halfling's Gem are combined here in a single 1000+ page volume.
The cover is done by Matthew Stawicki and pictures three characters from the novels: Wulfgar, Catti-brie and Drizzt himself, just summoning his spectral panther. The only other pictures in the book are some maps, which help to situate the story. I did miss an overview map of the Realms, however.
The printing is well done, in an easily readable font. The cover isn't very tough though, and to get all the pages in one book, the pages are rather thin.
The editing is very good, although a few errors slipped through. I could find about 15 errors, which isn't a bad record for such a huge book.

The contents

What plot?

I will not discuss the plot of the book in detail with you. To do so would spoil a lot of fun for the potential reader. It's interesting but not brilliant, and I don't think it matters much. I did just say that, didn't I? That's right: the plot is in my eyes just a wardrobe to drop all the cool fantasy stuff on. How so?

The location

Let me tell you that the world you'll visit in The Icewind Dale Trilogy is very much the Forgotten Realms. Vast and epic, this book builds on the characteristics of the setting. Full of high magic, infinite possibilities, fantastic creatures and exotic locales. Loyal friends are to be found here, with terrible foes forever at the periphery of your vision. Grand schemes and terrible grievances rule the world, with nations involved in terrible struggles. It is, so to say, a fabulous world and a good setting for an adventure.
Salvatore takes this setting and uses it to good effect. This is high fantasy in every sense of the word, a world rightly immensely popular among roleplayers. The vast plains of Icewind Dale, the cities of Waterdeep and Calimport, the dwarven dwelling of Mithral Hall: the locations are full of opportunity.

The cast

The characters are a diverse lot, resembling the Fellowship of the Ring in that respect. The dwarf Bruenor, the lovely Catti-brie, the barbarian Wulfgar, the never-do-well halfling Regis and of course the famous drow Drizzt.
The latter is almost the most interesting character, with an intriguing history and difficult dilemma's to face. He is, however, also an uber-character: having an absurd battle prowess solves most of his problems, his unwavering moral ideals does the rest.
Bruenor is an archetypical dwarf, providing lots of fun but having no interesting motivations.

Bruenor peeked over the rim of his treasured shield, stared at the bolt, and then looked dangerously at Pook. "Ye shouldn't be hurtin' me shield!" he growled, and he started forward.
The barbarian Wulfgar is more interesting, but unfortunately is brought to a simple shell after the first part of the first book. Catti-brie never gets anything more than a cursory glance and the description of a beautiful, strong willed girl. At her history and its influence, we can only guess.
The most interesting character is Regis: as a rogue he isn't the goody-goody two-shoes the others are and provides more fun than Bruenor, while never devolving into a caricature. He hasn't the combat proficiencies his friends have and has to resort more than once to running. Just my luck that he doesn't get much screen time and that he is often deregulated to the role of the sidekick.

So what does matter?

In the weak development of the characters, we're once again reminded of the fact that this is gaming fiction, not literature, even while Salvatore tries hard to create three-dimensional characters.
No, the characters don't make the story, even as they are all likable and memorable enough. The characters don't make the story, their actions do: their adventures in the epic locale of the Forgotten Realms. The adventures are as epic as the setting, with the fights prominently displayed. The defence of a small town against goblin armies; the long travels across harsh lands; the forging of a magical weapon; numerous fights, often against insurmountable odds and terrible foes; even travel across the planes of existence — this is the good stuff.

All this is described in Salvatore's flowery style. It includes a use of archaic words and phrases that is sometimes laughable. The quote above concerning Bruenor is the norm, not the exception. You get "ye", "suren" and more like that. The style grows upon you, even to the point where I use it in this very review before ye eyes ;-). And whatever I say about the author and his peculiar style: it's never dull. The pacing is perfect, the use of foreshadowing to build tension is put to good use and the descriptions are very vivid. The action sequences, in particular, are very detailed. A good thing, for the party slays (among other things) trolls, hydra, ratmen, banshee, goblins, duergar and dragons. Of course, this emphasis on combat again reminds us of the activities of D&D roleplaying.

Then again, I won't hold this against the book. Just don't expect a plot that matters much to the story. Don't expect thorough characterization. Don't expect literature — for then you'll be disappointed. The book doesn't deliver this, and doesn't even pretend to do so.
What you can expect is an exciting adventure in a vividly described, grand setting. The characters aren't bubbling cauldrons of moral dilemma, but the things they do and where they do it! These are the things you want your character to do, the things that make a roleplaying session, and this book, memorable. It makes you want to build a campaign to mirror the adventures.
For the grand style, the book receives a four. For the actual substance, the book rates a slim three.

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