Click to Zoom
Credits
These Summaries are the work of Erin Schram (SchramParents at AOL)
Complete List of Xanth Novels
-
A Spell for Chameleon
-
The Source of Magic
-
Castle Roogna
-
Centaur Aisle
-
Ogre, Ogre
-
Night Mare
-
Dragon on a Pedestal
-
Crewel Lye
-
Golem in the Gears
-
Vale of the Vole
-
Heaven Cent
-
Man from Mundania
-
Isle of View
-
Question Quest
-
The Color of Her Panties
-
Demons Don't Dream
-
Harpy Thyme
-
Geis of the Gargoyle
-
Roc and a Hard Place
-
Yon Ill Wind
-
Faun & Games
-
Zombie Lover
-
Xone of Contention
-
The Dastard
-
Swell Foop (Hardcover Only)
- Up in a Heaval - To Be Released 2002
- Cube Route - To Be Released 2003
|
Xanth Summaries - Written by Erin Schram
1. A Spell for Chameleon
Bink must journey across Xanth to ask advice of the Good Magician Humfrey,
for Bink will be exiled to Mundania with the other nonmagical people unless
he finds this own magic. After a slow chapter in Bink's home village, Bink's
travels take him more places than he expected, and he encounters many
interesting people, especially unusual women such as Cherie Centaur,
Sorceress Iris, and Fanchon (also known as Chameleon). Bink and Fanchon
confront the exiled Evil Magician Trent, who is leading an invading Mundane
army that is held out of Xanth by a magical barrier. They escape the army,
but not Trent. Yet the wilderness of Xanth is so dangerous that Trent, Bink,
and Fanchon must put aside their hostilities to survive, even after they find
shelter in lost and haunted Castle Roogna.
|
2. The Source of Magic
Bink, Crombie, Chester Centaur, Good Magician Humfrey, and Grundy the Golem
set out to discover the secret source of Xanth's magic. Guided by both
Crombie's direction talent and Humfrey's information talent, they march
through wild and unexplored parts of southern Xanth, but still find friendly
people, such as Crunch the vegetarian ogre, to offer them nightly lodging.
Not only do they encounter the permanent hazards of Xanth, such as the Region
of Madness and the curse fiends of Lake Ogre-Chobee, but their quest is
opposed by an unseen guardian of the source of magic. Upon facing the
guardian and discovering the source of magic, Bink finds that he himself is
the greatest threat to Xanth's unique magic, or perhaps its greatest
protection against future threats.
|
3. Castle Roogna
On a coming-of-age quest, twelve-year-old Prince Dor seeks a lost
zombie-resurrection formula. Using a magic tapestry that views past events,
Dor takes over the body of an adult barbarian warrior in Xanth's
half-forgotten past of eight hundred years ago. A neighborly giant spider,
Jumper, becomes Dor's trusted companion and advisor. Dor needs that advice as
an appealing young woman becomes romantically interested in him, as Dor takes
sides in a conflict between magician king Roogna and rival magician Murphy,
as Dor bargains with the Zombie Master for the formula and his help in the
conflict, and as a goblin and harpy war threatens to destroy brand new Castle
Roogna.
|
4. Centaur Aisle
The king and queen of Xanth fail to return from a trade mission to nonmagical
Mundania. While the leaderless Xanthian adults hesitate, sixteen-year-old
Prince Dor and some teenaged friends rush off to the rescue. First, they must
overcome their lack of magic in Mundania and figure out the unstable
time-traveling interface to that land, so Humfrey advises them to go to
Centaur Isle south of mainland Xanth to look for the Centaur Aisle. After
that, the teenagers go to Mundania, both in the 20th century and in the 7th
century. They innocently trust the scoundrel who trapped the king and queen,
but that scoundrel underestimates their magic.
|
5. Ogre, Ogre
Smash Ogre and Tandy the Nymphly Maiden both sought advice from Good Magician
Humfrey, who sent them to travel together with no explanation. They encounter
other young women--siren, fairy, centaur, dryad, goblin, and brassie--who
believe Tandy's trust in Smash's protection. Although Smash wants to be a
properly ferocious and stupid ogre, he nevertheless escorts the seven maidens
on their journeys, speaks eloquently due to a mishap with an Eye Queue Vine,
overcomes puzzles and battles in a magical dreamland called the Gourd, and
explores uncharted parts of Xanth. But upon finally meeting the truly
ferocious and stupid ogres Smash realizes he would rather be a hero than a
brute.
|
6. Night Mare
A night mare from the Gourd comes to Xanth with a warning against an invasion
from bronze-age Mundania: "Beware the Horseman." The warning is perplexing,
for the eight magicians of Xanth can handle a mere invading army. Mare
Imbrium stays in Xanth and assists sweet and beautiful Chameleon in scouting
missions. Alas, while the magicians use their individual skills and unique
magics to wipe out divisions of the army, they are repeatedly outmaneuvered
by an elusive renegade known as the Horseman. One by one the magicians of
Xanth fall. Yet in the end, Chameleon has grown smart enough to outwit the
Horseman, provided that Mare Imbrium can carry out Chameleon's suicidal plan.
|
7. Dragon on a Pedestal
Three-year-old Ivy, daughter of king Dor and Queen Irene, wanders off at the
same time Good Magician Humfrey is incapacitated when his plan to neutralize
a major dragon running loose backfires. The king and queen must split their
efforts to stop the dragon and find Ivy, not to mention preventing a
rekindling of the goblin and harpy war and stopping a wiggle swarm. But their
very determined and very magical little girl stays one step ahead of them so
that she can team up with Humfrey's son Hugo, tame a dragon, quench a dispute
between age-old enemies, and--with help from her new friends--battle a swarm
of deadly wiggles.
|
8. Crewel Lye
Grounded after a misadventure so ridiculous that it was cut out of this book,
six-year-old Princess Ivy listens to the sad tale of the six-hundred-year-old
ghost of Jordan the Barbarian. Jordan left home to seek adventure, and after
a journey where only his regeneration talent kept him alive, he ended up with
a quest from dying King Gromden. To decide which of two rival magicians would
inherit the throne of Xanth, Jordan had to recover a runaway princess who
knew too much. Jordan himself grew to love the princess, but he died due to a
cruel lie. But with Ivy's meddling, Jordan gains a chance to redeem his life.
|
9. Golem in the Gears
Grundy the Golem (really a golem transformed into a doll-sized man) has been
a sidekick in four previous adventures, but he wants to do something on his
own. After Ivy's dragon disappears, Grundy volunteers to find it. Teaming up
with the monster under the bed, Grundy not only finds the dragon but also
rescues Rapunzel, an elfin maiden small enough to marry him. But Rapunzel's
captor, the Sea Hag, wants to take over Rapunzel's body to gain Rapunzels'
youth, beauty, and education, and she is willing to take over any unwary
creature's body to reclaim Rapunzel. Only Grundy's experience with the magic
of Xanth can stop an immortal and relentless foe.
|
10. Vale of the Vole
Three separate travelers: Chex the Winged Centaur, Eskil Ogre, and Volney
Vole--arrive at Humfrey's Castle to discover that Humfrey is not there to
solve their problems. Leaving the disappearance of Humfrey to others, they
pool their efforts to solve Volney's problem: demons infesting the valley of
the voles. To drive out the demons, they seek alliances with people from the
crossbreed heritages of the three characters. The visits illustrate those
heritages and a fluke side trip to the Gourd reveals more about the three
protagonists. Some alliances fail, some succeed, but in the end all three
problems of the protagonists are solved.
|
11. Heaven Cent
Good Magician Humfrey has been missing for a year, but investigating that
disappearance seemed a good coming-of-age quest for nine-year-old Prince
Dolph. Accompanied by the adult walking skeleton Marrow Bones, shape-changing
Dolph races across Xanth following the one clue he found in Humfrey's Castle:
"Skeleton Key to Heaven Cent." He discovers that avoiding betrothal to
several prince-desiring women of many magical species is more difficult than
conducting an investigation. Two women, Grace' Ossein and Nada Naga, join
Dolph and Marrow in their travels, though both harbor secrets that they
prefer the men not learn. Dolph finds the sleeping princess who is not a
princess to solve the mystery of the Heaven Cent.
|
12. Man from Mundania
Eighteen-year-old Princess Ivy tries the Heaven Cent, hoping it would find
the lost Magician Humfrey, but instead it transports her to modern Mundania,
also known as the United States of America. Grey Murphy, a lackluster college
student, helps Ivy return home. Grey discovers that he is quite capable while
helping others, and Ivy discovers what it is like to be loved for herself
rather than her status. Because of Ivy's status, Grey must prove his worth
to marry Ivy. Unfortunately, Grey's efforts uncover a secret plot to conquer
Xanth and Grey is on the wrong side. The only hope is for Grey to be even
more capable and find Humfrey.
|
13. Isle of View
Prince Dolph is old enough to marry one of the two fiancees he acquired in
"Heaven Cent", but which one? As he tries to decide, he and his fiancees aid
the search for the winged centaur foal Che. All winged monsters in Xanth had
pledged to the all-wise Simurgh that they would protect Che, but goblins have
kidnapped Che. Jenny, an elf from the World of Two Moons, frees Che only for
both to be captured by worse goblins. A deal with the original kidnappers
saves Jenny, Che, and a mysteriously important lame girl named Gwenny. But
this deal leaves Che captive, triggering a war between the goblins and the
winged monsters. Jenny's dilemma to negotiate a compromise between two
warring species contrasts well with Dolph's dilemma to decide on one bride
without breaking anyone's heart.
|
14. Question Quest
Now is the time for Good Magician Humfrey to end his long vigil. But first,
Humfrey must define the magic of the moment by telling his past to Lacuna,
who was sent to Humfrey for advice. This autobiography of a 157-year-old
major character spans Humfrey's humble beginning, his travels as a surveyor
to King Ebnez, Humfrey's own years as king, adventures from previous novels,
and the stories of Humfrey's five and a half wives. But Humfrey's meddling
with the source of magic leads to an unexpected twist in Humfrey's future.
|
15. The Color of Her Panties
Gorgeous and prosperous Mela Merwoman, having given up her chance to betroth
Prince Dor in "Heaven Cent", shapechanges her fishtail into legs and travels
across Xanth to find an equally good prince. But her ignorance of details
such as underwear and her teaming up with two women, Okra Ogress and Ida, who
are also unfamiliar with the major cultures in Xanth, make her quest a farce.
Meanwhile, Che Centaur, Jenny Elf, and Gwenny Goblin continue on their quest
to civilize the goblins despite themselves. Yet when the three unlucky women
reluctantly agree to rescue Che, Jenny, and Gwenny after the goblins cheat,
their unselfishness brings about their true destinies.
|
16. Demons Don't Dream
The demons design a Xanth computer game, but this software transports two
selected American players to Xanth. Dug (his parents left out the o in Doug)
and Kim may finish their games traveling across Xanth in person with Kim
guided by Jenny Elf and Dug guided by Nada Naga. This delights Kim, who is a
Xanth fan, but Dug is more interested in ogling his sexy half-human guide.
Dug later realizes that Kim is the proper girl for him, but he must finish
the game successfully to catch up to Kim and warn her of a deadly twist in
the game.
|
17. Harpy Thyme
Gloha the winged goblin is the only known member of her spicies, so she goes
to Good Magician Humfrey for advice on finding a husband. Humfrey recommends
a quest: accompany the Magician Trent, youthened by the Fountain of Youth, as
he rights an old wrong from his evil past, and then Trent will help her
search. But Humfrey intends for Gloha to find more than a male winged
goblin--in exchange for Gloha reuniting Humfrey with his estranged son,
Humfrey has sent Gloha on the heartrending quest of finding true love.
|
18. Geis of the Gargoyle
Trent chose to stay young after last book's adventure, so now his wife Iris
needs some youth elixir too. To earn it, she has to babysit Surprise, a
six-year-old girl whose behavior and magic are often out of control. (People
once said the same thing about the Sorceress Iris.) She has the help of Gary,
a gargoyle in human form on a quest to block Mundania's water pollution from
Xanth by finding a lost filter, and Hiatus, a man hopelessly in love with a
dying dryad. But their quest for the filter is more important than they
thought. Iris reanimates the ruins of Stone Hinge, revealing that the filter
lost two thousand years must be used this year to save Xanth and the dryad.
|
19. Roc and a Hard Place
Simurgh, an immortal bird reputed the wisest creature in Xanth, assigns the
Demoness Metria to gather judge, jury, staff, and witnesses for the trial of
Roxanne Roc. Whatever the flying, shapechanging, indestructible, formerly
irresponsible demoness cannot accomplish, her zany alternate personality, D.
Mentia, can usually manage: even persuading over a dozen people to
voluntarily serve their civic duty and traveling across and outside Xanth to
deliver them to the trial. After this delightful romp is a crazy court case
that determines a strange fate for Roxanne Roc.
|
20. Yon Ill Wind
The time-shifting interface around Xanth usually keeps hurricanes away from
that magical land, but a glitch not only let one hurricane through, it also
dumped an American family and their RV into Xanth. Chlorine and her
unexplainable dragon ass Nimby are assigned by Good Magician Humfrey to
escort the Baldwin family back home before the hurricane turns Xanth into a
wasteland of windswept magic dust. But when the Baldwins learn that their
lack of magic lets them resist the magic dust, they care enough to try to
save Xanth, with the help of Nimby's omniscience, a bunch of common Xanthians
with just the right talents, and the villainous living cloud Cumulo Fracto
Nimbus.
|
21. Faun and Games
Forrest Faun serves as the dryad of a sandalwood tree. When the faun of a
neighboring tree dies, Forrest goes to Good Magician Humfrey to recruit a new
dryad for that tree. Humfrey sends Forrest and former night mare Imbrium to
the realm of all possibilities, which is the tiny moon Ptero that orbits
around the head of Princess Ida. However, the copy of Castle Roogna on Ptero
is under attack. Ptero has its own Ida with her own moon Pyramid; Ptero's
grownup versions of Princesses Dawn and Eve hope to stop the attack by going
to Pyramid; and Forrest and Imbrium accompany them. But Pyramid's Ida has her
own moon, and the quest continues there too.
|
22. Zombie Lover
Born of the Mundane Black Wave and gifted with a magic talent, Breanna is a
teenage Xanthian girl with a brash Mundane attitude. After accidentally
becoming betrothed to Xeth Zombie, Breanna flees, causing all zombies in
Xanth to search for her. Curious about the wandering zombies, King Dor,
Prince Dolph, and Grandfather Bink (youthened to younger than his grandson
Dolph) seek out the Zombie Master, but run into trouble on the way home.
Gaining a telepathic link to the wise advice of Justin Tree, Breanna sets out
to settle the problem with Xeth, detours to the Isle of Women with the three
men, and resolves to right a social injustice in Xanth of which she herself
is guilty: prejudice against zombies.
|
23. Xone of Contention
Having heard of Xanth from Dug and Kim, the programmer Edsel believes in it
enough to find its web page. Using that page as a conduit, Edsel and his wife
Pia exchange places with Nimby and his love Chlorine. Edsel hopes that the
magic of Xanth will repair his crumbling marriage. Nimby hopes that his
substitution for a nonmagical human will fool the omnipotent demon of Earth
long enough to win a wager that will keep Xanth safe from planetary demons.
Pia learns to care for more than herself, but must then act on that care to
save an endangered forest in Xanth. Nimby wins the first part of the bet, but
needs the help of Xanth's friends and fandom on Earth to survive the race to
reclaim his magic.
|
24. The Dastard
A young man Anomy trades his soul to a demon for a new magic talent: he can
temporarily step back in time, alter a key event, and return to find the
present altered by his actions. Losing his morals along with his soul, Anomy
renames himself "The Dastard" and sets out to make people miserable by
undoing the joyous events in their lives. Three four-year-old princesses,
Melody, Harmony, and Rhythm, want to stop the Dastard, but first they travel
to an alternate world to switch themselves with their adult versions. The
villainous body-stealing Sea Hag wants to join forces with him. Good Magician
Humfrey mysteriously sends Becka, a girl who can transform into a dragon, to
be the Dastard's travelling companion. Under Becka's influence, the Dastard
is almost honorable, but the Sea Hag becomes almost more than Harmony and
Rhythm can handle when she steals the adult Melody's body and gain's Melody's
reality-altering powers.
|
|
© 2000 Mark Cullen , Site design by FreeWebTemplates.
|