Review: Lost Worlds and Mythological Kingdoms edited by John Joseph Adams

Review: Lost Worlds and Mythological Kingdoms edited by John Joseph AdamsLost Worlds and Mythological Kingdoms by John Joseph Adams, James L. Cambias, Becky Chambers, Kate Elliott, C.C. Finlay, Jeffrey Ford, Theodora Goss, Darcie Little Badger, Jonathan Maberry, Seanan McGuire, An Owomoyela, Dexter Palmer, Cadwell Turnbull, Genevieve Valentine, Carrie Vaughn, Charles Yu, E. Lily Yu, Tobias S. Buckell
Format: eARC
Source: supplied by publisher via NetGalley
Formats available: hardcover, ebook
Genres: action adventure, fantasy, horror, science fiction
Pages: 384
Published by Grim Oak Press on March 8, 2022
Purchasing Info: Author's WebsitePublisher's WebsiteAmazonBarnes & NobleKoboBookshop.orgBetter World Books
Goodreads

From the legends of Atlantis, El Dorado, and Shangri-La to classic novels such as King Solomon’s Mine, The Land That Time Forgot, and The Lost World, readers have long been fascinated by the idea of lost worlds and mythical kingdoms.
Read short stories featuring the discovery of such worlds or kingdoms―stories where scientists explore unknown places, stories where the discovery of such turns the world on its head, stories where we’re struck with the sense of wonder at realizing that we don’t know our world quite as well as we’d thought.
Featuring new tales by today's masters of SF&F:
Tobias S. BuckellJames L. CambiasBecky ChambersKate ElliottC.C. FinlayJeffrey FordTheodora GossDarcie Little BadgerJonathan MaberrySeanan McGuireAn OwomoyelaDexter PalmerCadwell TurnbullGenevieve ValentineCarrie VaughnCharles YuE. Lily Yu

My Review:

Here there be dragons – or so say the old maps. Or so they say the old maps say – although not so much as people think they did.

Just the same, once upon a time the map of the ‘real’ world used to have more blank spaces in it. Long distance travel was difficult and time-consuming, long distance communication was an impossible dream, life was short and the road was too long to even be imagined. But speaking of imagining, I imagine that every place’s known and unknown stretches were different – but in the way back each city, country, people or location only had so much reach and stretch.

And then there was the era of European exploration and eventually industrialization. For good or ill, and quite frequently ill, those blank places on the map got smaller and were filled in. Which didn’t stop and probably downright inspired a whole library’s worth of stories about imaginary places that might exist whether on – or in – this planet or those nearby.

But as the terra become increasingly cognita, the well of those stories dried up. Which does not mean that the urge to explore what might be beyond the farthest horizon has in any way faded.

This is a collection intended to feed that human impulse to go where no one has gone before – and report back about it before we invade it with, well, ourselves. Some of the stories that explore that next frontier are fantasy, some are science fiction, and a few trip over that line from fantasy into horror.

And they’re all here, vividly described to make the reader want to be there. Or be extremely grateful that they are NOT.

Escape Rating B: Like nearly all such collections, Lost Worlds and Mythological Kingdoms has some hits, some misses and one or two WTF did I just read? in a convenient package for exploration.

Let’s get the WTF’ery out of the way so we can move on to the good stuff. The two stories that were set in strange hotels, Comfort Lodge, Enigma Valley and Hotel Motel Holiday Inn just did not land for me at all. The second made a bit more sense than the first but neither worked for me. Of course, YMMV on both or either of those particular trips.

Three stories were misses – at least from my perspective. They weren’t bad, they just didn’t quite live up to their premise. Or something like that. The Light Long Lost at Sea was a bit too in medias res. There’s a world there with lots of interesting backstory but what we got was more of a teaser than a story with a satisfying ending. The Expedition Stops for the Evening at the Foot of the Mountain Pass had some of that same feel, like there was huge setup for the story somewhere else and we weren’t getting it. But we needed it. The Return of Grace Malfrey is one that had a fascinating premise that kind of fizzled out.

One story in the collection hit my real-o-meter a bit too sharply. That was Those Who Have Gone. It does get itself into the “did I find a hidden civilization or was I dreaming?” thing very, very well, but the way it got there was through a young woman on a scary desert trip with her 30something boyfriend who she is rightfully extremely afraid of. That part was so real it overwhelmed the fantasy place she fell into.

There were a bunch of stories that I liked as I was reading them, but just didn’t hit the top of my scale. They are still good, still enjoyable, and hit the right note between teasing their premise and satisfying it. In no particular order, these were Down in the Dim Kingdoms, An Account, by Dr. Inge Kuhn, of the Summer Expedition and Its Discoveries, Endosymbiosis and There, She Didn’t Need Air to Fill Her Lungs.

Last, but very much not least, the stories I plan to put on my Hugo Ballot next year, because they were utterly awesome. The Cleft of Bones by Kate Elliott, a story about slavery, revolution and rebirth as seen through the eyes of an absolutely fascinating character. The Voyage of Brenya by Carrie Vaughn, which is a story about gods and heroes and the way that stories turn into myths and legends. Out of the Dark by James L. Cambias, one of two space opera stories, this time about a corporate hegemonies, a salvage crew consisting of lifelong rivals, and a pre/post spacefaring civilization in which Doctor Who’s Leela would have been right at home.

Three stories were utter gems from start to finish. Pellargonia: A Letter to the Journal of Imaginary Anthropology by Theodora Goss, which consists entirely of a letter written to the afore-mentioned journal by three high school students who took the founding principles of the journal – that imaginary anthropology could create real countries – and ran with it all the way into Wikipedia, the nightly news, and a civil war that has captured one of their fathers somewhere that never should have existed in the first place.

The Orpheus Gate by Jonathan Maberry reaches back to the Golden Age of lost kingdom stories by taking the utterly science driven great granddaughter of Professor George Edward Challenger (hero of Sir Arthur Conan Doyle’s The Lost World) and putting her on a collision course with a friend of her great grandmother’s – a woman who challenges the scientist’s belief in everything rational and provable in order to force the young woman to finally open her mind to a truth she does not even want to imagine, let alone believe.

And finally, The Tomb Ship by Becky Chambers, which is a story about a loophole, about the evil that humans do in the name of a so-called ‘Greater Good’, and just how easy it is to fall into the trap and how hard it is to even think of a better way. Or even just a way that lets the protagonist sleep at night with a somewhat clear conscience. That it also feels like a tiny bit of an Easter Egg for The Outer Wilds was just the right icing on this gold-plated cake of a story.

Review: Questland by Carrie Vaughn

Review: Questland by Carrie VaughnQuestland by Carrie Vaughn
Format: eARC
Source: supplied by publisher via Edelweiss
Formats available: paperback, ebook, audiobook
Genres: action adventure, fantasy, science fiction
Pages: 304
Published by Mariner Books on June 22, 2021
Purchasing Info: Author's WebsitePublisher's WebsiteAmazonBarnes & NobleKoboBookshop.org
Goodreads

"Questland is a thrill ride…Richly imagined, action-packed, maximum fun." —Charles Yu, New York Times bestselling author of Interior Chinatown
YOU FIND YOURSELF IN A MAZE FULL OF TWISTY PASSAGES...   Literature professor Dr. Addie Cox is living a happy, if sheltered, life in her ivory tower when Harris Lang, the famously eccentric billionaire tech genius, offers her an unusual job. He wants her to guide a mercenary strike team sent to infiltrate his island retreat off the northwest coast of the United States. Addie is puzzled by her role on the mission until she understands what Lang has built:  Insula Mirabilis, an isolated resort where tourists will one day pay big bucks for a convincing, high-tech-powered fantasy-world experience, complete with dragons, unicorns, and, yes, magic.   Unfortunately, one of the island's employees has gone rogue and activated an invisible force shield that has cut off all outside communication. A Coast Guard cutter attempting to pass through the shield has been destroyed. Suspicion rests on Dominic Brand, the project’s head designer— and Addie Cox's ex-boyfriend. Lang has tasked Addie and the mercenary team with taking back control of the island at any cost.   But Addie is wrestling demons of her own—and not the fantastical kind. Now, she must navigate the deadly traps of Insula Mirabilis as well as her own past trauma. And no d20, however lucky, can help Addie make this saving throw.
“Gamers rejoice! Carrie Vaughn has conjured up a fun and fast-paced story filled with elves, d20s, and Monty Python riffs.”—Monte Cook, ENnie Award-winning creator of the Numenera roleplaying game

My Review:

If you’re a fan in the real world, it’s possible (again) to go to Hobbiton and visit a bit of the Shire. All you have to do is go to New Zealand, where they’ve turned the movie sets from the Lord of the Rings into a tourist attraction.

You may be able to see the sights, but you can’t actually insert yourself into the story except in your own head. You can eat a meal but you can’t spend the night. The immersion can only go so far.

But if that description makes your head spin with possibilities, you’re not alone. And that’s what the original project to build Insula Mirabilis was all about. Creating a place where well-heeled travelers could spend days or weeks not just observing a fantasy world but actually living it.

Complete with mythical creatures – like unicorns and wargs – running around and occasionally even running from each other. And there would be magic – at least in the Arthur C. Clarke sense of “any technology sufficiently advanced is indistinguishable from.”

All in the service of allowing people to live out their dreams of living in a fantasy world. At least for a little while.

But the problem with fantasy worlds is the same problem that exists with the real world. Humans do have a way of messing up even the best things – perhaps especially the best things – in ways that their designers never expected.

Or did they?

A rich tech wizard has created Insula Mirabilis to provide as many dreamers and geeks and nerds and LARPers and members of SCA as possible a place to live their dreams by paying him big bucks for the privilege. But the real purpose is for his crack engineering teams to rise to greater and greater inventive heights, providing him with lots of patents and trademarks and even more ways to make even more money.

But it’s all gone wrong. Or at least it looks that way. The island has cut itself off from the rest of the world with some kind of forcefield. Nothing going out – not even telecommunication – and nothing and no one going in, something that the Coast Guard has discovered to their loss.

Harris Lang, that rich tech wizard, has put together a team to sneak into his island and get it back for him. The team consists of four mercenaries and one very much out of her depth literature professor.

But Addie Cox has all the tools they need to figure out what went wrong and why. She’s an expert on the original sources that form the backbone of epic fantasy. She’s an avid player of D&D and a member of SCA.

Addie’s geek credentials aren’t the only thing she has going for her – and they’re not the only thing that Harris Lang is counting on, either. Because he’s planned much better than that. Addie is his ace in the hole, because Lang is pretty certain that the engineer who has gone rogue on HIS island is Addie’s ex-boyfriend.

And that the man will be unable to resist trying to impress Addie in the hopes of getting her back.

Escape Rating A-: This story feels like it exists on two levels. On the surface, there’s, well, the surface. Which is an adventure tale about exploring the island resort in order to figure out what’s gone wrong.

And on the other level, the story is one gigantic in-joke. If you love epic fantasy and role-playing games and everything that goes along with them, you’ll get the joke and enjoy the story. If you don’t, I’m not sure whether the story is strong enough to carry the reader over. I can’t tell because this is a joke that I very definitely got, as epic fantasy has formed a pretty big share of my reading since I first picked up The Hobbit. When I was 8. In OMG 1965. That’s a long time in which to read a lot of fantasy.

Which means that I had a great time in Questland. But I felt like I got all the in-jokes, and understood all the references. And kept thinking up more as I went along.

This turned out to be a story where I kept discovering more and more books and movies that it reminded me of the longer I got into it. Like one or two on every page. A lot of people are going to say Ready Player One because they share that nostalgia factor, but that didn’t feel like the primary influence to me. For that to work, James Halliday would have to have been the founder of Innovative Online Industries. In other words, the inventing genius would also have to be kind of evil.

It’s a lot more like Westworld in that the resort, which is also the gamespace, is mostly a work of mechanical engineering rather than the genetic engineering of Jurassic Park. Although the two books that Questland made me think of way more than anything else are both rather obscure, Sherri Tepper’s first novel King’s Blood Four, where the game is the world is the game, and Jean Johnson’s The Tower, where the protagonists are playing a live action role-playing game as entertainment for others – with very high stakes.

Your reading mileage may definitely vary, and there are hints of plenty of other books, games and movies if you squint a bit.

But at the center of it all is Addie Cox. While the mercenary team that takes her to the island does all of the physical heavy lifting on the trip, Addie is the one carrying all of the emotional baggage. Not just because the rogue wizard at the heart of the maze is her ex, but because Addie is the survivor of a school shooting. (She’d fit right in with The Final Girl Support Group). Traveling with a bunch of mercenaries with guns is way outside what comfort zone Addie has left.

That the team makes it clear that they think she’s useless does not help any of her issues, because she agrees with that assessment. The way that she refers to her uselessness is one of many, many references to Dungeons and Dragons and lots of other geekery.

That the story is her journey, her putting all of her knowledge to use to not just figure out the puzzle but also suss out who the monster is at the heart of this maze helps Addie change her perception of herself from being an unskilled and useless “Bard” character to become someone skillful and important and necessary for the quest, no matter what part she seems to play.

So come to Questland for the nostalgic geekery, but stay and enjoy for the very human story.

Review: The Heirs of Locksley by Carrie Vaughn

Review: The Heirs of Locksley by Carrie VaughnThe Heirs of Locksley (The Robin Hood Stories, #2) by Carrie Vaughn
Format: eARC
Source: supplied by publisher via NetGalley
Formats available: paperback, ebook
Genres: historical fiction, retellings
Series: Robin Hood Stories #2
Pages: 128
Published by Tordotcom on August 4, 2020
Purchasing Info: Author's WebsitePublisher's WebsiteAmazonBarnes & NobleKoboBookshop.org
Goodreads

Carrie Vaughn follows up The Ghosts of Sherwood with the charming, fast-paced The Heirs of Locksley, continuing the story of Robin Hood's children.

"We will hold an archery contest. A simple affair, all in fun, on the tournament grounds. Tomorrow. We will see you there."

The latest civil war in England has come and gone, King John is dead, and the nobility of England gathers to see the coronation of his son, thirteen year old King Henry III.

The new king is at the center of political rivalries and power struggles, but John of Locksley―son of the legendary Robin Hood and Lady Marian―only sees a lonely boy in need of friends. John and his sisters succeed in befriending Henry, while also inadvertently uncovering a political plot, saving a man's life, and carrying out daring escapes.

All in a day's work for the Locksley children...

My Review:

I picked this up, admittedly rather early, because it combines two of my great reading loves, English history and fanfiction. And I really, truly was NOT expecting the second part of that equation.

I fell in love with English history at age 12, after seeing the movie Anne of a Thousand Days. I have no idea what drew me in so strongly. Certainly not any direct relationship to the history portrayed as I have zero English ancestry. Whether it was the pageantry, the politics or the power, I was absolutely hooked, leading to a life-long interest in British history, whether fictionalized or not.

Not that some of what grabbed me, like the Robin Hood and King Arthur, aren’t of dubious historical accuracy – at best.

But this particular novella duology – at least it’s a duology so far – does a terrific job of setting Robin Hood, Robin of Locksley, into a reasonably historical version of the time in which he was supposed to have lived, and skirts around the issues of exactly which, if any, of the tales about him might be true by making him a secondary character in these stories.

In these stories, Robin is no longer the outlaw of Sherwood. And he’s no longer a young man. Instead, he’s well into middle age, still powerful, still feared and hated and loved in equal measure, but also someone who recognizes that his time will inevitably draw to a close, sooner rather than later.

These stories focus on his children with Marian; his oldest daughter Mary, his son and heir John, and his slightly fey child Eleanor as they take their first steps into adulthood.

They also do a good job of giving bits of long-ago English history a face that makes them still feel relevant. The first book, The Ghosts of Sherwood, was a story about reckoning. About the nobles who favored King John still trying to eliminate Robin as a threat or a power, while the political maneuvering brought the negotiations surrounding the Magna Carta becomes personalized through his enemies attempt to kidnap his children – and his children manage to rescue themselves using the lessons their father and life on the edge of Sherwood have taught them.

In The Heirs of Locksley, the times have changed and the story has moved on a bit. It is 1220, and King John is dead. His 13-year-old son sits uneasily on the throne that he will occupy for the rest of his life. But Henry of Winchester, Henry III, is still a boy. A boy who never knew his father, but still stands in his shadow. The shadow of a man who seems to have pissed off everyone he ever knew.

Robin’s son John knows all about standing in a father’s long shadow. The two boys make a surprising common cause that leads them on an adventure that neither expected – to the consternation of all of the adults that surround them.

Escape Rating A-: I said at the beginning that this combined my loves of English history and fanfiction. The setting of these tales is between two of my favorite historical mystery series, both set in England and both occurring at times of great upheavals in history – as this series does.

I’m speaking of the Brother Cadfael series, by the late Ellis Peters, set in Shrewsbury, English between 1135 and 1145, at a time when the country was in the midst of a civil war. This series was also one of the first historical mystery series I have read, and the foundation of the popularity of the genre to this day.

The other series is the Owen Archer series, set in York in the late 1300s during the events that would eventually lead to yet another civil war, the Wars of the Roses. Both of these series, like these Robin Hood stories, do a fantastic job of drawing the reader directly into their time and place while still managing to comment on either our own, the immutability of human nature, or both.

(And now I’m missing Owen and will be moving the latest book in that series all the way up the virtually towering TBR pile!)

But I also referred to the Robin Hood stories as fanfiction – as the author does in the afterword to this book. It’s a concept that now that I’ve seen it, I can’t un-see it – and it resonates.

After all, the Robin Hood stories that we all know today weren’t written down until the late 1400s at the very earliest, three centuries after the adventures they portray. And even then, those written stories were merely printed versions of oral traditions that had arisen during the interim, sometime between Robin’s own time and the invention of the printing press.

As part of an oral tradition, the stories that were printed were the ones that were remembered, whether because they were the best stories, the most memorable ones, were just told by particularly charismatic storytellers – or all of the above. There’s no historical canon version, just a lot of stories that center around a larger-than-life character and his band of outlaws as they rebelled against an unjust authority.

It’s a “Fix-it” fic where the heroes fight wrongs and make things better in the end, as occurs when Richard the Lionhearted returns to his kingdom and the evil Sheriff of Nottingham is forced to leave Robin and his gang alone. The story conveniently ends before King Richard is killed and John takes back over, this time for good – or ill.

The Robin Hood Stories series are a kind of “next generation” fanfic where the author takes the beloved characters and tells readers what happened after the happy ever after, moving the story to the literal next generation, the earlier heroes’ children.

So she’s right. Not just that these stories feel like fanfiction but that the original Robin Hood stories were too. Complete with the “so many variations that the original canon is obscured” problem. In my review of the first book I noted that there’s a trend towards retellings going on right now. The world has gone mad and we’re all looking for the comfort of stories we know and love, in variations that may hold a few surprises but ultimately lead back to the tales that we already know.

And that’s what these Robin Hood Stories have been so far for me. A lovely comfort read with an interesting view of a historical period that I enjoy, an ultimately a visit with some old and very dear friends.

I hope there will be more.

Review: The Ghosts of Sherwood by Carrie Vaughn

Review: The Ghosts of Sherwood by Carrie VaughnThe Ghosts of Sherwood (The Robin Hood Stories, #1) by Carrie Vaughn
Format: eARC
Source: supplied by publisher via NetGalley
Formats available: paperback, ebook
Genres: historical fantasy, retellings
Series: Robin Hood Stories #1
Pages: 104
Published by Tordotcom on June 9, 2020
Purchasing Info: Author's WebsitePublisher's WebsiteAmazonBarnes & NobleKoboBookshop.org
Goodreads

Carrie Vaughn's The Ghosts of Sherwood revisits the Robin Hood legend with a story of the famed archer's children.
Everything about Father is stories.
Robin of Locksley and his one true love, Marian, are married. It has been close on two decades since they beat the Sheriff of Nottingham with the help of a diverse band of talented friends. King John is now on the throne, and Robin has sworn fealty in order to further protect not just his family, but those of the lords and barons who look up to him – and, by extension, the villagers they protect.
There is a truce. An uneasy one, to be sure, but a truce, nonetheless.
But when the Locksley children are stolen away by persons unknown, Robin and Marian are going to need the help of everyone they’ve ever known, perhaps even the ghosts that are said to reside deep within Sherwood.
And the Locksley children, despite appearances to the contrary, are not without tricks of their own…

My Review:

There’s a theory going around that people are re-reading and re-watching old favorites right now because they not only already know how they end, but that not-exactly-foreknowledge removes the tension of not knowing that everyone is going to be okay, because it’s already happened. So to speak.

There may also be a trend towards re-tellings as this uncertain season goes on. In a re-telling, we either already know how it’s going to go – and just want to see it told differently (By Force Alone by Lavie Tidhar looks like it’s going to be one of those) or because we already know the characters and want to see them in new adventures. We don’t have to get to know new people because we’re already familiar with the cast. The Other Bennet Sister by Janice Hadlow falls into this category and does VERY WELL with it.

The Ghosts of Sherwood is also this particular variety of re-telling. We ALL have at least a nodding acquaintance with Robin Hood’s story – if only from movies like Disney’s 1973 animated version, with a surprisingly sexy fox as Robin. (Which is being remade as a live-action hybrid, Yikes!) Meaning that we all know these characters to some extent, and we know the outline of the original story. Making it ripe for an extension.

Leading to The Ghosts of Sherwood, the first novella in The Robin Hood Stories. Which, at least from this opening, read like “Robin Hood, the Next Generation”. Which has its bit of irony, as Star Trek Next Gen also did a takeoff episode on Robin Hood, but more in the vein of Men in Tights. The episode is best known for Worf’s line, “I am NOT a merry man.” I digress, but this does go to show just how ubiquitous the legend of Robin Hood is.

As The Ghosts of Sherwood opens, Robin and Marion are on their way back from Runnymede, from the signing of the Magna Carta, setting this story in 1215. Robin, as the Earl of Locksley, was one of the barons who rebelled against King John’s rule – yet again in Robin’s case – and brought him to the bargaining table. There is still no love lost between Robin and King John, not even 20 years after the events that made their way into legend.

But Robin and Marion have changed – as has King John. Robin and Marion are married, and are part of the nobility of England, as fractured as it was at that time. The surviving members of Robin’s band of outlaws are part of their household at Locksley. And they have three children, Mary, John and Eleanor. Mary, the oldest, is 16, Eleanor is 8 and John is somewhere in between.

They are all as familiar with Sherwood as they are with their own house, but Mary seems to be the one who is most like her father, and most at home in the forest that is part of their home and heritage.

This story is, not exactly a passing of the torch, but rather a story that shows that the younger generation is willing to pick up that burden when the time comes. The children are kidnapped in the forest by, not outlaws but rather men loyal to the barons who opposed their father over the Magna Carta.

But the children have no certainty that their parents even know they are missing. It is up to them to use the cunning they inherited from both their parents, all the talents they can muster, as well as the legends that make Sherwood a place of menace to outsiders – so that they can rescue themselves.

Escape Rating A-: First, this was a lovely little story. It does a terrific job of portraying Robin and Marion’s post-outlaw life in a way that seems fitting. They are older, occasionally wiser, and often tireder than they were back in the day. And that’s the way it should be.

The details also do a terrific job of placing the story firmly within a historical, rather than mythical, legendary or fantasy context. If Robin existed, he would have been one of the nobles forcing King John to the bargaining table and the Magna Carta. It’s impossible to imagine that the enmity they felt for each other during King Richard the Lionhearted’s absence on Crusade, especially Robin’s armed rebellion, would ever have faded. As this story opens, John is nearly at the end of his reign, and Robin and Marion are no longer the young rebels they once were. (I’m saying the above in spite of the story being billed as historical fantasy. So far, at least, there are no fantastic elements – in spite of Mary referring to her mysterious protector as “The Ghost”. Maybe in a future installment?)

The focus of this story is on their children, particularly 16-year-old Mary, as she faces the decisions of oncoming adulthood.

But the story also deals with the politics of the country as one king’s reign is about to end and his heir is a child of nine. That forces are jockeying for power, and that Robin will have influence and could possibly be influenced is a part of his times.

So the story has large implications for the future of England, and the future stories of the series. At the same time, it’s very small and intimate. Three children, kidnapped, forced to rely on their wits and each other, figuring out how to get the better of their captors in spite of the odds. By banding together.

That the story works so well on both levels gives me high hopes for the future stories in the series. I’m very much looking forward to reading The Heirs of Locksley later this summer. Because I want more.