The Seven Thunders :Rise of the Twinkling Heir

The Seven Thunders_Rise of the Twinkling Heir_Book Cover
Author(s)
Publisher Name
World of Thunders Books
Age Range
10+
Release Date
September 02, 2025
ISBN13
979-8-9897066-6-2
ISBN10 or ASIN
   
"To Wear The Red, You Must Become the Red!"  Warrior’s words, a Thunder’s words, words 12-year-old Hermium Goodspeed never imagined he’d say.

Scrawny, cerebral amateur tinkerer Hermium Goodspeed isn’t cut out to be a soldier—so he’s stunned when he receives a second letter to a Thunder – a red letter – to attend the most elite magic-military academy in the Thunderlands. At the grand fortress of Glimmeroc, Hermium is faced with the grueling training to join the ranks of the airjocks, who defend the skies with the help of their magical flying suits. Monstrous things stalk him inside the keep, that threaten not only Hermium, but the realm. In this place where he felt he’d never belong, Hermium discovers that he is heir to a secret destiny. With the help of his friends and legendary emissaries of the Gods, Hermium must face what hunts him to uncover the truth of his past. When the armies of light and darkness meet on the battlefield, only Hermium can tip the scales.
Rise of the Twinkling Heir is an upper MG Fantasy complete at 78,366 words and will appeal to readers who enjoy rollicking adventures featuring a reluctant hero like Wilderlore: The Accidental Apprentice (Margaret K. McElderry, 2021) and exciting rite-of-passage epics like Shadow Magic (Little, Brown, 2016) meets The Invention of Hugo Cabret (Scholastic Press, 2007). It is whimsical, steampunkish fantasy imbued with a vibrant voice, wry humor, and an unshakable charm that will transport readers to a unique and rich setting and have them eagerly anticipating the sequels.

Editor review

1 review
Beasts, bullies, and prophecies
(Updated: June 12, 2026)
Overall rating
 
3.8
Plot
 
3.0
Characters
 
4.0
Writing Style
 
3.0
Illustrations/Photos (if applicable)
 
5.0
A coming-of-age fantasy adventure steeped in lore. Hermium is a tinkerer, not a warrior, so he’s less than enthused to be selected for a prestigious warrior school (make that two - and he doesn’t get to choose). The bullies and grueling curriculum don’t do much to change his mind, but as Hermium makes friends and stumbles across old secrets, he’s swept up in a conflict of political powers and mythical creatures beyond anything he could have imagined.

Hermium’s journey begins as a classic school story, complete with proud but disconnected parents, a need to prove himself, bullies who are just plain mean, and mysterious artifacts in old closets. Everything is overflowing with detail, which creates the feeling of a complete, lived-in world. But be prepared to be tossed into the deep end! From the first page, there’s names, creatures, and inventions mentioned in context, and it’s up to the reader to piece together what it means, or to wait until there’s a direct description later on. While I admire the immersive approach, there were times when I struggled visualizing what was happening. (Is this character talking to a human? A magic tiger? Both?)

Perhaps counter-intuitively for an adventure story, I most enjoyed the quieter moments with Hermium where we really get to see what he’s feeling and what he thinks of the things happening around him. These parts felt the most grounded and relatable. When it comes to the action, there isn’t much introspection, and I wish we got to see more through Hermium’s eyes.

If you’re new to fantasy, I’m not sure this is the place to start. But fans of the genre’s hallmark fanciful names and hidden powers could enjoy getting to know this new world. The hardcover edition features full color maps on the endpapers, a printed cover, and a scattering of colored interior illustrations.
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