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A Classic Shadowrun Adventure SeriesReview Date: 2007-04-25
A very popular adventure anthology for the Shadowrun RPGReview Date: 2005-12-01
Note: Inexperienced sellers often confuse this book with "Harlequin's Back" (ISBN 1555602487). They are NOT the same.
Back cover text follows:
"IMAGINE A HATRED THAT HAS ENDURED FOR 5000 YEARS. The shadowrunners are sent on a string of missions, collecting obscure items, all seemingly unrelated... or are they? From the streets of Seattle to the heights of the Bavarian Alps, from the magical mayhem of Columbia, Missouri to the headwaters of the Amazon the adventure unfolds. Who would go to all this trouble to destroy one man... and why?. * A datafile. * An ancient magic Tome. * A flower. * A collection of Elven ears. * The manuscript of a soon to-be-released bestseller. * A young woman of mysterious heritage. * A world famous Elven societal theorist. All are pieces to the puzzle. Finding them is one thing. Putting it all together is another. HARLEQUIN is a series of eight adventures for SHADOWRUN designed to be interwoven into in already existing campaign. Over the course of these adventures, the players are presented with a progressively larger picture of a very complex tale of revenge."

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A whole new meaning ...Review Date: 2004-06-28
Refreshing and practical truthReview Date: 2004-06-22

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Viva TequilaReview Date: 2006-03-23
A Beautiful ExplorationReview Date: 2006-02-20
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Flawed CharactersReview Date: 2008-08-18
Avid Reader
Kathy is a creep; Lester tooReview Date: 2008-07-30
GREAT READReview Date: 2008-07-19
Suspenseful, keeps you reading!Review Date: 2008-07-18
keep reading to FIND OUT what is going to happen! When NOT reading this book I found myself wondering what Kathy & Lester & Behrani (the main characters) were up to next!
* NOT For KIDS !!! *Review Date: 2008-08-11

A Great Book !Review Date: 1998-11-22
Still relevantReview Date: 2000-02-07

Remember your childrenReview Date: 2002-04-09
A great read!Review Date: 1999-09-08

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Collectible price: $10.00

EnchantingReview Date: 2002-01-23
Beautiful Chinese FantasyReview Date: 2000-07-28

Going into the dark corners of the human soulReview Date: 2003-03-11
A powerful and important book.Review Date: 1997-12-09

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This is the greatest book of all timeReview Date: 2005-11-18
A must-readReview Date: 2005-11-23

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Janus by Andre NortonReview Date: 2004-08-24
The main character is Naill Renfro. The son of a space merchant family, he is living in a refugee camp called the Dipple on the planet Korwar at the beginning of the book. An interstellar war has killed his father and destroyed his family's spaceship. To buy drugs for his dying mother, Naill sells himself into slavery. Then he is shipped to the planet Janus. Naill has no idea how long the voyage was, because he was under suspended animation the entire time.
Janus is a planet fit for human habitation that consists of large continents covered by forests and separated by small seas. A religious sect called the Sky Lovers settled on Janus 20 years previously, and its members have been clearing the forests to build farms. Naill is bought by Callu Kosburg, one of these settlers.
The main female character is Ashla Himmer, one of the daughters of one of the other settlers. Naill and Ashla each discover an alien artifact, but contract an illness called the Green Sick. They survive, but they find they are no longer human. This is when their adventures really begin.
To my surprise, no romance ever developed between Naill and Ashla, and there was absolutely no sex of any kind in the book. Nor was there any gratuitous violence, which is not to say there is no action. Far from it. However, the protagonists are running away from their enemies as often as they face them. Furthermore, the resolutions of both novels require the characters to solve puzzles instead of killing or destroying something.
"Janus" refers to the Roman god who looks both forwards and backwards. After Naill and Ashla are transformed, they both find they have two sets of memories. In addition to their human ones, they also remember living as members of an intelligent, but extinct, species native to Janus.
As you would expect with forty year old science fiction, some of the science is out of date. For instance, Norton concept of a computer is one that uses vacuum tubes and requires maintenance shafts and crawlspaces. However, if obsolete science makes a story unreadable, it was probably not worth reading in the first place. This is not the case here.
I am glad to say that I can wholeheartedly recommend this book. The story kept me thoroughly engaged, and I found the characters interesting. I don't recall reading the novels when they first came out, but I'm glad I didn't have to wait three years between the original and the sequel.
Reviewed by Tom Feller for The Coffee Cramp Reviews
Thanks to Baen for Reprinting These BooksReview Date: 2003-03-13
Naill Renfro is an inhabitant of the vast refugee camp/slum called the Dipple that developed on the pleasure planet of Kowar after the late war. It has become the source of cheap, desperate labor for the rest of the universe. Renfro was the son of a Free Trader who died with his ship during a fire fight. Ejected with his mother in a lifeboat they came to the Dipple as refugees, but even with the war ended they have no hope of escape.
His mother dying, Naill sells his body as contract labor on an agricultural planet known as Janus to buy her some peace at the end. Naill is shipped in cold sleep to the planet where his contract is purchased by one of the settlers, a member of a dour religious group who are tearing up the great forest of Janus in order to plant their cash crop. Again it seems Naill is in a trap with no means of escape.
Before saving the rain forest became fashionable, Norton wrote about the consequences of losing contact with nature. In this story there are forces on the planet that are trying to reestablish relationships between the Terrans and the planet by changing the Terrans as the Terrans try to change the planet to meet their needs.
This is prime Norton fiction and very entertaining.
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For you gamemasters out there this book is made to have the adventures spread out between other adventures you give your runners, but in the end the runners will figure out that they played part in some elaborate plan all this time. It's kinda cool when you see them start putting the pieces together by the third or fourth run, and by the time it's all done the looks on their faces is worth the price of admission.
Sorry if I'm being a little vague on the details. I don't want to spoil the fun. The gist of it all is this is a really well written book with a nice set of adventures. Technically the individual adventures themselves are not all that long on details (or run time for some of them) and that can give the gamemaster a little room to be creative. Then again these adventures aren't meant to be individual, big as life kind of runs. They are meant to be relatively simple runs in regards to complex twists and such since they all end up linking together. Trust me, it's fun.
I recommend this adventure set to any SR campaign, especially those who like to dabble in metahuman and magical elements (even for just a little while). It's not just fun adventuring, but an intersting read as well.