Reviews for Glass Sentence

Booklist Reviews 2014 May #2
In the late eighteenth century, a great temporal disruption plunged the world into chaos--some continents remained in the present, while others were thrust into the distant past, a far future, or an ever-shifting mélange of ages. A century after the disruption, Sophie, who lives with her famed mapmaker uncle Shadrack, arrives home one day to find their house ransacked, her uncle kidnapped, and their secret map room--housing mystical maps containing memories--emptied of all of its treasures. Was Shadrack secretly hiding the key to a map capable of healing the rift in time? Together with her new friend Theo, Sophie embarks on an adventure to distant lands to find her uncle. Encountering pirates, hidden cities, undiscovered ages, and legendary creatures along the way, brave Sophie uses her ample smarts and powers of observation to unlock deep secrets. Though the plot occasionally seems overstuffed, debut author Grove wraps the complex central premise of this series opener in lavish detail and brisk plot turns to sweep readers along through her fascinating, fully realized fantasy world. Copyright 2014 Booklist Reviews.

Horn Book Guide Reviews 2014 Fall
In a world fractured into disparate eras during the Great Disruption, Sophia Tims is entrusted with the Tracing Glass (containing a memory thought to be the cause of the Disruption) when her uncle, the cartographer Shadrack Elli, is kidnapped. An intricate fantasy with a Gilded-Age feel, this solidly constructed quest features maps of all kinds and unusual steampunk-flavored elements.

Kirkus Reviews 2014 April #1
In this opening volume of the Mapmakers trilogy, 13-year-old Sophia Tims travels into mysterious and uncharted lands in search of her kidnapped uncle and must save the world while she's at it. In the Great Disruption of 1799, the world came apart. Continents were unfastened from time and flung into different Ages. Europe plunged into a remote century, the Spanish Empire fragmented, and the United States became an uneasy mix of adjoining Ages: the Baldlands in the West, Prehistoric Snows to the north, New Patagonia to the south—and Sophia's Boston is now in New Occident. Sophia's parents are missing in a different Age, and politicians are about to close New Occident's borders, forever trapping them on the outside. When Sophia's uncle, master cartologer Shadrack Elli, is kidnapped, her search for him sets her on an adventure with the fate of the whole world at stake. Grove's intelligent and challenging debut is brilliant in concept, breathtaking in scale and stellar in its worldbuilding; this is a world never before seen in fiction. Sophia is a likable heroine, a girl with no sense of time who must use her wits and her uncle's maps to save the world before time runs out. Wholly original and marvelous beyond compare. (Fantasy. 10 & up) Copyright Kirkus 2014 Kirkus/BPI Communications.All rights reserved.

Publishers Weekly Reviews 2014 April #2

In the alternate Earth of Grove's thrilling, time-bending debut, first in the Mapmakers series, the world was sliced up, seemingly at random, by the Great Disruption of 1799 and reassembled with numerous present, prehistoric, and future "Ages" all connected. In New Occident, roughly the eastern third of the former United States, it's now 1891, but to the north exists the Prehistoric Snows, and northern Africa is ruled by the ancient Pharaohs. Thirteen-year-old Sophia Tims is pulled into a web of intrigue when Shadrack, her famous "cartologer" uncle (half mapmaker and half magician), is kidnapped by religious zealots looking for the legendary "carta mayor, a hidden map that traces the memories of the whole world from the beginning of time to the present." Joined by a boy named Theo and a ship full of pirates, she travels to Nochtland, a kingdom in what was once Mexico, in search of answers. It's a cracking adventure, and Grove bolsters the action with commentary on xenophobia and government for hire, as well as a fascinating system of map magic. Ages 10-up. Agent: Dorian Karchmar, William Morris Endeavor. (June)

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School Library Journal Reviews 2014 May

Gr 6 Up--In the Great Disruption of 1799, time itself broke apart and fragmented, stranding countries and continents in different time periods, some of them thousands of years apart. Thirteen-year-old Sophia lives with her Uncle Shadrack in New Occident Boston, discovering the magic and science of maps. When her uncle is kidnapped by those seeking a powerful artifact, Sophia must journey through a dangerous, shattered landscape to seek out help and answers. An ambitious fantasy debut plunges readers headlong into a complex world built around the very nature of time. A fluid mixture of magic and science combine with the dramatic setting to bring freshness to a familiar plot arc. It will appeal to those who enjoy dedicated world-building and new worlds to explore, but it does suffer from some excess padding that may discourage reluctant readers. The complexity of the setting, plus instances of torture and character trauma make this a story to recommend to mature tween and teen audiences. For a first novel, this is particularly engaging, but not without room for improvement. This title is comparable to Philip Pullman's "His Dark Materials" trilogy (Knopf), and those who enjoy the works of Brandon Sanderson, particularly The Rithmatist (Tor Teen, 2013) are sure to snap this one up. Map-making has never been so fascinating.--Stephanie Whelan, New York Public Library

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VOYA Reviews 2014 April
In 1799, the Great Disruption threw different parts of the world into different eras, some apparently from alternate universes with bizarre creatures and people with metal bones. In 1891 Boston, now a part of New Occident, Shadrack Elli is a famous cartologer. He charts the new face of the world age by age and creates maps that impart memories. In his care is his thirteen-year-old niece, Sophia, whose explorer parents vanished many years ago. When Shadrack is kidnapped for his cartological expertise, Sophia and her Baldlands friend, Theo, embark on the adventure of their lives to try to rescue him. Along the way they meet surprising friends and foes and learn about how the Great Disruption has affected--and continues to affect--the world. An epilogue promises a second volume Grove has created a world at once fascinating and confusing. The Great Disruption and its aftermath are not clearly explained, so readers may have trouble figuring out the rules of this world; while the author has immensely creative ideas, maybe a few too many come into play here. However, Grove's descriptions are evocative and alluring, her creations unique, and her characters sympathetic and layered. Readers who stick through the confusion of the first part of the book will be rewarded with an intriguing adventure in a startling new world, with characters full of secrets revealed one layer at a time. Fans will eagerly await new adventures for Sophia and Theo in the Disrupted world.--Rebecca MooreThe Glass Sentence is a great book. It combines fantasy, mystery, and a little horror in such a way as to make readers want to read the whole book in one sitting. It is so wonderfully detailed, readers can get a picture in their heads without all the wording being too incomprehensible. If readers want a book filled with adventure, The Glass Sentence is a good choice. 4Q, 5P.--Anna Lindberg, Teen Reviewer 4Q 4P M J Copyright 2011 Voya Reviews.