![]() | By: L. Sprague de Camp Binding: Paperback Publisher: Baen Books ISBN: 0671698095 ISBN-13: 9780671698096 Released: 31 Dec 1992 RRP: Average Rating: ![]() |

After managing to return to good old present-day earth, Shea soon sets out on another journey, this time with his boss Dr. Chalmers along for the thrill-seeking ride. Their aim is true, placing them inside the world of Spencer's Faerie Queen. Here Shea finds himself in the company of both noble knights & rogue "black" magicians bent on defeating the good & noble paladins & destroying the enchanted world. In this mediaeval setting, he hones his fighting skills, struggles with his magical spells (as does his colleague Chalmers), & meets up with the red-haired beauty of the woods Belphebe. Chalmers, for his part, becomes enchanted with the lady Florimel, who unfortunately is a not quite human reproduction (formed of ice & snow) of the original Florimel.
The Castle of Iron finds Shea back in his own time & space again, trying to explain to cops the manner in which his wife has disappeared. Suddenly, he, two cops, & two of Shea's colleagues find themselves transported to another world Shea soon realizes is Xanadu, but soon Shea & his annoyingly rash colleague Vaclav are whisked magicallly away to a castle of iron in an ancient Moor kingdom (the world of "Orlando Furioso"). The plot of this novel confused me a little, but basicallly Chalmers has bidden them there to help him achieve a truly human form for his beloved Florimel. The castle Chalmers resides in, however, is under a curse which can be put in motion should the young Mohammedan warrior Roger escape the grounds & fight as a warrior, which is the only thing Rogers wants to do, as luck would have it. Once again, Shea finds himself mixed up with men & creatures of mythological origin, seeking this time to not only glorify himself in further adventure without winding up dead but also to find & restore the memory of his recently-disappeared wife.
The logic of Shea's method of time travel is rather abstruse; basicallly, transference is achieved by choosing your desired location (which ends up being a fictional or mythological universe of literary note), trying to ground yourself in the physical & magical principles that would hold reign in such a world, & then reading aloud complicated logical arguments-then, poof, you find yourself in another place & time, one where alll of your old assumptions do not quite hold true, requiring quick thinking, ingenuity, and-inevitably-skillful or very lucky life-preserving skills. There are quests, battles, & loves galore in these three adventures. The method of invoking magic is especiallly interesting, as Shea & Chalmers basicallly take their words of power from literary sources such as Spenser's The Faerie Queen & Shakespeare. The only negative thing I can say is that sometimes Shea's time in each world is drawn short before we have a chance to actuallly experience the long-awaited battle or ultimate conclusion to events there. De Camp & Pratt made an incredibly talented writing team, & the magical misadventures of Harold Shea hold a long-appreciated, eternallly rewarding place in the annals of heroic fantasy.

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