
Member Reviews

The Floating Lake of Dressa Moore by George Allen Miller
3.25 rounded down to 3 ⭐⭐⭐
Planted firmly upon the deck of the Knotted Wood, a ship we had “borrowed,” I watched birds still in flight, a constant struggle navigating through the blustery headwinds. Bartoleme, our fearless skipper, was guiding us to a city called Hogkarta, within the confines of Dressa Moore. Marta’s crew, a fairly disheveled-looking bunch, occasionally ducked down into the darkness of the underbelly of the boat, where frightening sounds were emanating. The mission was to drop off two professors whose sole purpose was to conduct university studies. You see, an overflow of magic from a battle between a wizard and a dragon a century before was the source of Dressa Moore’s magic, which spilled over, causing a tidal wave of unexplainable events. The professors, Jonathan Braxton and William Watts Worthwaddle, stressed the importance of outliving a barrage of oncoming fire we currently reside under. "With haste we must get there in one piece, Marte," Jonathan exclaimed. Commodore Wilkes, vendetta-stricken, was hot on our trail, and we were hell-bent on outrunning the repercussions of his wrath. George Allen Miller magically choreographs a land of gods and sees those on the outskirts vying to harness the power it holds.
A regatta of sorts ensues, and all the major players look to outmaneuver one another. A team of religious zealots, our academic brethren, and the almighty gods themselves are in pursuit. However, plans remain operative, transcending the self-interests of those wielding the chess pieces. Caught in the middle are Jonathan and William, who, to their knowledge, are looking to expand the university's reach and gather vital information along the journey.
As the seafoam waves sloshed against the hull, I began carefully plotting my thoughts about this review. A swashbuckling adventure has been presented. Swell after swell, a playfield for battle, to a place magically lifted high above those of a mere “normal” existence down below. My dislike for every player in this romp through an aquatic combat zone rippled my senses. There was a vast troupe, yet I struggled to connect with any of them. From the very first page, I scoured through my spyglasses in an attempt to befriend someone, often left at the stern, alone, and in deep contemplation on how to escape and swim to safety. Fear not, dear reader, all is not lost; the land created by George Allen Miller is whimsical and creative, for example, robe-clad anti-religionists praying to their god, Max, the guinea pig. An underlying sense of humor is central and paramount within the world.
As seasickness sets in, I gather a deep breath. Surely the adventures have the makings of more to come; my only hope is that pleasant personalities gain more traction. I had the feeling of being weighed down by an anchor as we finally reached our destination and felt as though anger-management courses should have been prescribed to most of the cast of characters. However, the inventiveness of the world, combined with the fantastical imagery that was created, deserves praise. Solid, yet with some flaws.
Many thanks to GAMS Publishing for the ARC through NetGalley in exchange for my honest review.