| Otherland, Vol. 3 Mountain of Black Glass | ||||||||||||
| Tad Williams | ||||||||||||
| DAW Books, 689 pages | ||||||||||||
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A review by Victoria Strauss
In Volumes 1 and 2, a group of adventurers -- net instructor Renie
Sulaweyo, her friend and student !Xabbu, and Orlando Gardiner, a
dying teenager -- set out to find answers to a mysterious coma plague
that's striking children all across the world. Their search leads
them to a top-secret virtual environment known as Otherland.
Otherland is made up of a series of simulated worlds, each one
completely different, all linked together by a virtual river.
Otherland's programming is so incredibly advanced that experiences
inside the network are indistinguishable from reality.
Otherland is owned and operated by the Grail Brotherhood, a group
of fabulously wealthy men and women led by the ancient and
secretive Felix Jongleur. The Brotherhood is opposed by an equally
cryptic group called the Circle, and also by a crippled man known
only as Mister Sellars, who isn't connected to any of the players,
yet nevertheless seems to know exactly what's going on.
Inexplicably trapped within the Otherland system, Renie and her
companions stumble from world to world, seeking answers and
uncovering clues. Early on, they're separated; the different
groups pursue different adventures, but it becomes clear to all of
them that Otherland is a great deal stranger than they ever
imagined, and also that there's a direct relationship between it
and the plague that's decimating children in the outside world.
Though they don't know it, they're being stalked from outside the
system by Felix Jongleur's psychotic enforcer Dread, who has
discovered their intrusion and wants to know what they're up to.
Meanwhile, a man called Paul Jonas, also lost in the system but
unable to remember how he got there, tries to figure out why he is
having visions of a mysterious winged woman -- and, just as puzzling,
encountering virtual versions of her in each world he passes
through.
When Volume 3 opens, Paul has arrived in a world based on The
Odyssey. In role-playing game fashion, he's no longer himself, but
has been cast as Odysseus. He finds himself repeating Odysseus'
voyage in reverse, on a path that will ultimately lead him to Troy.
Orlando, who by now is very ill, and his friend Fredericks are
still trapped in the Egyptian world of Volume 2. They've been told
(by yet another version of Paul's winged woman) that they must also
make their way to Troy; eventually they link up with members of
the Circle, who promise to help them get there. Renie, !Xabbu and
their companions find themselves in a vast House that seems to fill
the whole of the virtual world it occupies. Dread, still stalking
them, manages to capture Martine, and they set out on a desperate
quest to save her. In the process, they discover that they, too,
must find their way to Troy.
Meanwhile, in the real world, the Grail Brotherhood prepares for
the Ceremony that will transfer their intelligences to the
Otherland system, and render them immortal. Mister Sellars
continues to follow the actions of everyone involved, and to track
the Otherland system itself -- with which, it now appears, something
may be going terribly wrong. And Dread, who has discovered and
deduced a lot more about Otherland than he was ever meant to,
prepares a plan: to seize all the worlds of Otherland for himself.
Mountain of Black Glass is a penultimate volume, and so the
story is far from resolved by book's end. Still, as in Volume 2,
themes and issues continue to come clear. The identity of the
winged woman and her connection to Paul Jonas, the purpose of the
Otherland system and its relationship to the coma plague, the
nature of Otherland's bizarre operating system, Dread's strange and
murderous past -- these and other elements are, if not fully
explained, at least further explicated. It's a thin line to walk,
plot- and structure-wise: Williams must reveal enough to keep his
story from grinding to a halt, yet hold back enough to ensure a
full roster of surprises for Volume 4. He manages this adroitly,
providing revelations in carefully-measured doses over the course
of his characters' adventures, finishing with a twist that throws
the story into an entirely unexpected path.
Once again, Williams' inventiveness is on dazzling display. There
are fewer worlds in Mountain of Black Glass than in River
of Blue Fire (in which the characters travelled through 11
different simulations), but they're explored in more depth, from
the House -- a truly fascinating place, in which a whole series of
novels could be set -- to the strange and savage world of The
Odyssey. Classics buffs will find a lot to enjoy here. The Trojan
section is particularly well-done, with a series of riveting battle
scenes, clever dialogue that echoes the cadences of Homer, and a
nicely-judged sense of the irony of a virtual environment that
operates along many of the predictable principles of a role-playing
game, yet is immersively real -- real enough to kill.
Is Mountain of Black Glass as superlative as River of
Blue Fire, which absolutely bowled me over when I read it last
year? Not quite. The opening sections are a bit slow, and there
isn't as much of the wonderful character development that
illuminated River of Blue Fire. Also, the novelty of the
characters' passage from world to world has begun to wear off just
a bit. But these are minor quibbles. This is a finely-written,
absorbing book, a worthy addition to what is, so far, one of the
best series I've ever read. Volume 4, Sea of Silver Light,
is one of the books I'll be most looking forward to in the year
2000.
Victoria Strauss is a novelist, and a lifelong reader of fantasy and science fiction. Her most recent fantasy novel The Arm of the Stone is currently available from HarperCollins EOS. For details, visit her website. |
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