"Master of Winds and Sunsets" by Max Fry, summary
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This book begins a new chapter in the story of Sir Max, who has returned to his beloved city after a long absence. Written in 2014, the author develops the concept of reality as a vast dream, where the line between fantasy and physical reality is blurred. It opens the "Dreams of Echo" series, serving as the first book. Subsequent volumes, the similarly themed novels "Too Many Nightmares" and "The Whole Truth About Us," continue to unfold this plotline.
Returning home
Max’s morning begins with an unexpected discovery. On the threshold of his own bedroom, he trips over his own corpse. After drinking some invigorating Kahar balm from a bottle hidden in his boot, Max contacts Juffin Halli through Silent Speech. It turns out the corpse is a cheap illusion. Max recently returned to the capital, having deliberately lost a hundred years of his life to Juffin at cards. Living in secret proves quite tiring. Donning an Ucumbian invisibility cloak, which deflects the gaze of passersby, Max reaches the House by the Bridge.
Juffin shares disturbing news. The city of Echo has become a popular vacation spot for dreamers from other worlds. The proximity of the Heart of the World grants sleeping people temporary physical bodies. Most guests simply stroll the streets. The real danger comes from rare genius creators. Such people are able to alter the fabric of reality with their dreams. If they immerse themselves too deeply in the illusion and refuse to awaken, their physical bodies will perish. Max has been tasked with searching for these lost geniuses. Finding them is difficult. There are no instructions.
Meeting old friends
To test his disguise skills, Max disguises himself as a bent old woman. He travels to Iafakh to see Sir Shurf Lonley-Lockley, the current Grand Master of the Order of the Seven-Leafed Leaf. Shurf immediately recognizes the deception, chiding his friend for his poor technique. The two friends chat over a mug of excellent Kamra. Shurf advises Max to stop hiding. Life has changed forever. Hide-and-seek is pointless.
Max sheds his invisibility cloak right in Juffin’s office. Sir Kofa Yoh is shocked by Max’s appearance. Melamori, Melifaro, and other Secret Investigation colleagues soon join them. Legend has it that Max was transported to Echo spontaneously, against his will. His colleagues are happy. Max gradually adjusts to the new rhythm, while also taking care of his household chores. Max’s wives, Lady Heilakh and Lady Helvi, wish to learn magic from Lady Sotofa Hanemer. Max officially banishes them in accordance with the traditions of the Henha nomads. Sir Shurf witnesses the separation. The girls are freed.
The Beast in the Shaggy House
That night, Max discovers a strange creature in his tower. It has the head of a turkey, the body of a fish, human legs, and a fox tail. Melamori is also present. It turns out the monster was accidentally created by Tricky Lye, the deputy chief of the City Police. Tricky was learning magic tricks from an old children’s book, miscalculated the formulas, and created an animate illusion.
Max names the creature Basilio. The name anchors the illusion in reality, saving Basilio from immediate disembodiment. The monster turns out to be incredibly polite, timid, and highly intelligent. Basilio loves solving logic puzzles. Ella and Armstrong, the cats who live in the Shaggy House, quickly find common ground with the new tenant. Dreamarondo, the talking dog, and Droopy, the German shepherd, also accept Basilio. Max approaches Sir Shurf for permission to legally maintain the magical object. The bureaucratic machine moves slowly. Shurf promises to delay the process.
Anomalies are growing
The skies above Echo begin to take on a wild hues. Yellow and green flashes give way to an orange glow. Then a fish-headed wind sweeps through the streets. The townspeople rejoice, perceiving the anomalies as a celebration. The era of the Orders is long gone. The city has abandoned its familiar fear.
The climax comes with a sudden flood. The streets are submerged in clear blue-green water about five feet deep. The water is illusory, not even enough to wet the hem of a lookha, but it seems entirely real. Max wanders through the underwater city. He meets Lady Sotofa, disguised as a clumsy teenage girl. Sotofa dances with Max and then invites him into her enchanted garden. The sorceress explains to Max the nature of male and female magic. She reassures Max, confirming the veracity of his memories of other lives. The development of a sorcerer is a never-ending process.
Hunting for an Artist
Juffin and Max realize that a single dreamer is performing these large-scale miracles. The sniffer Numminorikh Kuta notices a crying man with a strange odor in Victory Square. The man mumbles lines of ancient poetry. Max recognizes the quote. A daring plan is hatched: to attract the dreamer’s attention with poetry.
Max and Shurf ascend to the roof. Using magic, they write enormous glowing letters directly onto the night sky. Lines from the poet Kiba Kimar replace the verses of Lady Uttara Mai. The plan works. The next night, the author of miracles appears on the roof of the Shaggy House. She is an elderly woman named Anna. In reality, she is an unrecognized artist, suffering from poverty and illness. Sleep has given her unlimited power over the elements. Anna refuses to wake up. She deliberately took an enormous dose of sleeping pills in her world. She awaits the death of her body, wishing to remain in Echo forever.
The conversation reaches a dead end. Anna considers Max an enemy, trying to take the world away from her. The artist disappears. Max falls into despair.
Salvation through the void
Juffin reports that Anna’s actions have left an indelible mark on the Dark Side. Anna’s magic is real. Max decides to act roughly. He takes Numminorikh with him. The friends step into the Corridor between Worlds. Humgat submits to Max’s will. Numminorikh follows the scent of gold and cold.
They move to a tiny studio apartment on Earth. Anna dies on a narrow couch. Max finds empty pill bottles. He uses the Death Ball. The weapon cures the poisoning and awakens Anna. Her awakening is accompanied by the artist’s rage. Numminorikh instantly concocts a white lie: he convinces Anna that Echo is a real kingdom where she was hidden from her political enemies. Anna believes in the beautiful fairy tale.
Max takes Anna by the hand. They walk back to Humgat. The transition is excruciating for the unprepared. Anna’s consciousness resists the void, screams in fear, but stubbornly clings to life. Max pulls the artist onto the roof of the Shaggy House. Anna is alive, well, and physically present in Echo.
New life
Max treats Anna to coffee with cognac materialized from the Rift Between the Worlds. Then they walk to Iafah. Lady Sotofa Hanemer meets them at the fence. The powerful witch takes the artist under her wing. Anna finds a home, a mentor, and a chance to realize her gift.
In the morning, Max enters Shurf Lonli-Lockli’s office. Max confesses to his crime, expecting harsh criticism for violating the laws of the universe. Shurf laughs. He approves of his friend’s impulsive action. Without sincere impulse, magic is dead. Magic is life. Magic is responsibility. Max saved a man, guided only by mercy and inspiration. The conversation concludes with a strong Bomborokki. The dreamer’s story is complete. New tasks and the daily routine of Secret Investigation await Max.
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