This review contains affiliate links, which earn me a small commission when you click and purchase, at no extra cost to you. Thank you for supporting my small business and allowing me to continue providing you a reliable resource for clean book ratings.
In Caraval, Scarlett Dragna and her younger sister, Donatella, got swept away into the exciting world of Caraval, a magical immersive game experience held for five days once a year in different locations. Scarlett had to find Tella before any other game players did, all the while trying to keep in mind that none of it was real. Or was some of it?
In Legendary, the focus is on Tella, and the story is told from her point of view. Scarlett’s brash younger sister now gets to be an active participant in Caraval, a special occurrence of the event being held (unusually) right after the previous game, this time in the kingdom’s capital of Valenda in honor of the empress’ 75th birthday. The two sisters arrive in Valenda soon after they leave the island where the previous Caraval was held, and immediately things get interesting. Before they even arrive, Tella is contacted by the mysterious “friend” who helped her get away from her father and into Caraval in the first place. He wants payment for the help he gave her: the real name of Grand Master Legend, the mysterious and powerful magician who runs Caraval, whose identity only a very few people know. Tella absolutely must win this new game.
This time, not only are the stakes high for Tella because of what she’s promised her benefactor, but she’s told by several people (but can they be trusted?) that this game is more real than any others. Supposedly, Legend must find something important to save the kingdom from the ancient and dangerous Fates who long ago were banished by a powerful witch. Tella herself may hold a key to help Legend. But is it Legend she should be helping — or the “friend”? Every few pages the questions arise again: Whose side should Tella be on? Who is the most dangerous?
I fully enjoyed this second book. It’s just as magical and wild and wonderful to get swept away in as it might be to be in the fictional game. There’s so much colorful and imaginative detail in the settings, in the lavish and varied scenery, even in the clothing; Stephanie Garber so vividly brings to life a place that is richly textured and amazing; my mind is full of pictures that are bright and heavily saturated. And the metaphors! Oh, I love gorgeous, detailed metaphors.
And then there are the characters. I was rooting for Tella and hoping for the best for her and for her sister. And for their love lives to somehow “work out,” against many odds. Both Dante and Julian are heroes (anti-heroes?) to root for too.
I have to admit I was a little disappointed that I wasn’t surprised by the ending. I did see a few big things coming. The author is trying to keep readers guessing between two possible conclusions, and … well, I won’t write further and spoil it. I just wasn’t surprised by either “reveal.”
Either way, I couldn’t help but be caught up in this amazing world again, and I will now have to wait very impatiently for the next book to continue the story.
Rated: Mild. There are a few instances of some mild language. Sexual content includes a few kissing scenes which mention lots of intensity and roaming hands. There are several instances of coy banter and suggestiveness. Tella says she’s made out with lots of young men but hasn’t gotten serious with any. There are plenty of instances of peril, with some a bit dark. Almost feels a bit closer to moderate, but there’s not necessarily any particular details that make it that way.