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All Fantasy Coverage

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Hugo Award winner T. Kingfisher’s Nettle & Bone is a dark, feminist fantasy that follows an unlikely heroine as she takes matters into her own hands to free her sister and other women from a cyclical system of abuse.

Princess Marra is shy and seemingly forgettable, content with being sent to a convent rather than married off for political gain. But when she learns of the death of her oldest sister, Damia, most likely at the hands of her husband, Prince Vorling, Marra worries that her other sister, Kania, will suffer the same fate. She’s destined to be Vorling’s second wife, after all.

Embarking on a quest to save what remains of her family, Marra turns to the dust-wife, a necromancer whose familiar is a demon-possessed chicken. The dust-wife tasks Marra with building a dog of bones, sewing a cloak of nettles and capturing moonlight in a jar. As Marra attempts to accomplish the impossible, she slowly assembles a team worthy of a Hollywood blockbuster montage. First, there’s Bonedog, whose creation occurs in the first chapter, an instantly gripping flash-forward to Marra midquest. Then there’s Agnes, Marra’s neurotic fairy godmother whose abilities are limited to granting good health. Rounding out the group is Fenris, a diplomatic knight who seems to have a bit of a death wish.

Fans of Kingfisher’s Saint of Steel trilogy will recognize her trademark blend of bleak world building and an affable cast of underdog characters. Marra’s evolution is an inspiration. She becomes a more confident version of herself as she works to save her sister, and then expands her mission once she realizes that if her vengeance remains focused on just Prince Vorling, it will leave many more women still in danger. But while Nettle & Bone is undeniably dark and sinister at times, Kingfisher balances the horror with well-placed levity. Any road trip is instantly made better by a demonic chicken, and who wouldn’t love a curious, energetic dog to tag along, even if he is made of bones? The more comedic characters allow readers to find comfort amid the larger, darker scope of the novel, bright spots in a world that can often feel hopeless.

Kingfisher is an inventive fantasy powerhouse, and Nettle & Bone represents the burgeoning “hopepunk” ethos at its finest, with its winsome characters and focus on their fight to make the world a better place.

Nettle & Bone is the burgeoning “hopepunk” ethos at its finest: a dark fantasy starring a demon-possessed chicken and a feminist avenger.

In Francesca May’s stunning, gorgeously composed fantasy debut, Wild and Wicked Things, a dissipated coven of witches and a meek young woman become unexpected allies.

Annie Mason has led a quiet and ordinary life. When her estranged father dies shortly after the end of World War I, she reluctantly travels to Crow Island to take care of his estate. The island also happens to be the very place her former best friend, Bea, resides in a fancy house on the sea with her new husband. Crow Island is famous across the land for its faux magic parlors and fake spells and potions, but Annie soon learns that its inhabitants also practice true, darker-than-imagined magic. When she rents a summer cottage next to the infamous Cross House, where a coven throws lavish parties that feature Prohibited magic, Annie is given an opportunity to find a place—and maybe a person—that actually feels like home.

May seamlessly transports readers to the shores of Crow Island, straight into the shoes of Annie and de facto coven leader Emmeline Delacroix. Annie is whisked away by the island’s enchantment, and May’s prose echoes F. Scott Fitzgerald to capture the finery and wild parties of the era. And while Annie originally thinks she’s being bewitched by the coven’s magic or the island, she comes to realize that she is simply following her innermost desires. The supposedly cursed island gives her time and space to come to terms with grief over lost loved ones and her internalized shunning of her sapphic sexuality. Emmeline’s inexplicable and undeniable magnetism is a clever plot complication but also the perfect setup for a passionate, slow-burning queer romance that feels forged in destiny.

Under all the glamour, Wild and Wicked Things is also a nuanced exploration of intergenerational trauma and abusive relationships. Emmeline hovers over her adoptive siblings, Isobel and Nathan, even though their abusive guardian, coven founder Cilla, is long gone. Annie finds herself in a similar situation as she tries to shield Bea from a marriage gone wrong, and she and Emmeline bond over their roles as protectors and healers. But nothing is truly black and white, from the witches’ backstories and intentions, to Bea’s desires, to Annie’s past. May does not shy away from the macabre, and every twist is better and eerier than the last.

May’s thrilling fantasy takes familiar tropes, mashes them with a mortar and pestle, sprinkles them with a bit of herbs and throws them into the cauldron, creating a fresh and exciting take on witchy historical fantasy.

Wild and Wicked Things is a stunning, gorgeously composed historical fantasy with a compelling queer romance at its heart.
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Far from being simple tales of birthrights and inheritances restored, these books delve into heady questions about power, privilege and the consequences of political intrigue. And while each does this in a different way, they do have one thing in common: They open with a death.

The Amber Crown

Jacey Bedford’s The Amber Crown begins with the death of King Konstantyn of Zavonia, poisoned by an unknown assassin. His personal guards are immediately blamed for the death and executed by the new king. Valdas Zalecki, head of the king’s guard, was out of the palace on the night of the murder, and it is up to him to find out who killed his beloved king—and to find Queen Kristina, who’s gone missing. Mirza, a witch and healer with the power to speak with the dead, promises Konstantyn that she will avenge his death. And the last piece of The Amber Crown’s puzzle is Lind, the assassin who killed Konstantyn. Haunted by the specter of his abusive childhood, Lind finds that the murder of a king is not an easy thing to live with. As their stories collide, these three outsiders must work together to prevent Zavonia from falling further into chaos.

Despite its conventional premise, The Amber Crown still represents a divergence from traditional high fantasy. The world building echoes Eastern Europe, with Zavonia serving as a fictionalized version of Poland. This allows Bedford to pull from supernatural practices of that region of the world, such as blood rituals and dream walking. And Bedford’s focus on marginalized and supposedly “unimportant” characters, rather than knights and princes, forces readers to reckon with the consequences of political upheaval outside of a royal court.

★ The Bone Orchard

Sara A. Mueller’s debut novel also begins with the death of a monarch, this time an emperor. In The Bone Orchard, Charm is a prisoner but a well-kept one. Taken from her home when her kingdom of Inshil was conquered and colonized by the Boren Empire, the necromantic witch has been confined to Orchard House for decades. Charm is surrounded by her children, of a kind: boneghosts who are grown (and often regrown) from the fruit of the bone-producing orchard. Charm and her boneghosts—Justice, Pain, Pride, Shame and Desire—serve the powerful men of the capital city of Borenguard as entertainers, masseuses and sex workers. Charm is mistress to the emperor himself, bound by a neural implant that keeps her magic in check and keeps her loyal to him. But when Charm is called to the emperor’s deathbed, she’s given a chance at freedom. If she finds the person who killed him, she will be free of the magic that keeps her bound to the crown. 

While the mechanics of Charm’s bone orchard and the empathic power that some citizens of Borenguard wield are certainly magical, other aspects of The Bone Orchard evoke classic sci-fi tropes. Charm’s boneghosts harken all the way back to Frankenstein, and the oppressive, fascist Boren Empire is straight out of Fahrenheit 451. But despite these nods to foundational works, The Bone Orchard still feels fresh and ambitious. Charm enjoys access to power while still being marginalized herself, a contradictory position that Mueller analyzes to endlessly fascinating effect. It may be an otherworldly, genre-bending fantasy, but The Bone Orchard is still intensely human at its heart. 

In a Garden Burning Gold

In a Garden Burning Gold’s opening death is not so much a murder as it is a sacrifice. Young adult author Rory Power’s first novel for adults centers on twins Rhea and Lexos, siblings gifted with immense power and responsibility. Rhea is the Thyspira, tasked with taking—and then sacrificing—a new consort each season to keep the world lush and the provinces that owe fealty to their father, Vasilis, in line. Lexos is their father’s second, trained from near birth to assist Vasilis in his political machinations and keep stability in the land. When Rhea’s latest suitor-cum-sacrifice is revealed to be embroiled in an independence movement that threatens the stability of the family’s demesne, the twins must scramble to maintain control and protect all they hold dear. 

Set in a world patterned after ancient Greek city states, In a Garden Burning Gold dives deep into family love, political intrigue and filial duty. It’s rare to find a main character whose powers engender so much ambivalence as Rhea’s abilities do for her. She offers little in return to the families and communities from whom she has stolen a life, other than the continuance of the status quo. Power makes Rhea a compelling and often likable character, while never losing sight of the fact that, in the end, she always lives and her consort always dies. That imbalance compels readers to ask whether the sacrifice is really worth it, and whether that sort of power should sit in any one person’s—or family’s—hands. A grown-up version of Encanto mixed with a political thriller, all set against a dazzling Mediterranean backdrop, In a Garden Burning Gold is a strikingly original and thoughtful fantasy. 

Readers who are eager for feats of magic and daring adventures but don’t want to retread the same old stories from decades past will be enthralled by these three novels, each of which strays outside of the traditional high fantasy playbook to great effect.
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David Dalglish’s beautiful, grandiose and expansive The Bladed Faith begins at the roots of a rebellion.

Cyrus Lythan, heir to Thanet’s throne, witnessed his parents’ capture and execution when their small island nation was invaded by the Everlorn Empire. Having been held as a political prisoner ever since, Cyrus was helpless as the empire worked to eradicate his kingdom’s culture and religion. But during a skirmish with Thanet resistance fighters, Cyrus is rescued by Thorda Ahlai, a wealthy aristocrat bent on overthrowing the empire. With his two highly trained daughters and vast wealth, Thorda seeks to avenge his homeland’s destruction. Cyrus is all too happy to join the effort, but the price of reclaiming the country may be steeper than he realized. Cyrus will need to become something new: a folk hero and vigilante who exacts bloody revenge from the shadows. Will his and Thorda’s need for vengeance cost them their souls?

It’s a tale as old as time: Country is overthrown by authoritarians; heir forms resistance band to win back the country; revolution ensues. Of course, it’s never quite that easy in practice, and Dalglish grounds The Bladed Faith in reality as he charts his hero’s rocky path forward. It is extremely hard to run a rebellion. It’s also extremely hard to change one’s body and mind so completely as to become someone else, so Cyrus’ training lasts a lot more than one page. There are plenty of bumps in the road to liberation. Things go wrong for our heroes, and The Bladed Faith is all the more interesting because of it. 

The world around Cyrus and Thorda is vivid in every way, and the opening sequence depicting the fall of Thanet is particularly breathtaking. The nation’s two guardian spirits, who take physical form as a massive golden lion and a woman with shimmering wings, are cut down by goliath super soldiers from Everlorn. It’s sad, brutal and beautiful. But Dalglish takes equal care with smaller details, too, like Cyrus’ running route as he trains or the details on a character’s ax. At every turn, The Bladed Faith feels fully formed, without a single description haphazardly thrown in. Dalglish has an uncanny ability to predict his readers’ thoughts; more than once I found a character explaining answers to my own internal questions in real time.

Yes, rebellion against an evil empire is a familiar plot in fantasy. But this is a rebellion with soul, and one that promises to reach even greater heights as the series continues. Given Dalglish’s track record, don’t be surprised if he somehow manages to top the triumphant standard he sets with The Bladed Faith.

David Dalglish’s beautiful, grandiose and expansive fantasy The Bladed Faith tells a familiar story of rebellion with uncommon soul.

The success of Amazon Prime Video’s adaptation of the late Robert Jordan’s Wheel of Time series is enticement enough to revisit his epic fantasy novels, which debuted in 1990. But even more exciting is listening to the new audiobook of book one in the series, The Eye of the World (33 hours), narrated by Golden Globe- and Emmy Award-winning British actor Rosamund Pike. Pike stars in the series as Moiraine Damodred, whose quest is to find a hero to defeat the Dark One, and she brings a unique familiarity to the characters and storyline.

Previously recorded by narrators Michael Kramer and Kate Reading for the 2004 audiobook, The Eye of the World benefits from Pike’s smooth voice and dramatic, slower-paced rendering, which extend the length of this edition by almost three hours. She gently invites the listener into Jordan’s richly detailed world before powerfully amplifying the high stakes and tension.

Through her smooth, dramatic performance, award-winning actor Rosamund Pike amplifies the new audiobook of book one in Robert Jordan’s Wheel of Time series.
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Good Omens (12 hours) is the most fun you’ll have at the apocalypse. Amazon adapted the 1990 novel by Neil Gaiman and Terry Pratchett into a TV series in 2019, and while fans wait for the second season, they’re rewarded with this audiobook update featuring an all-star cast, including the show’s two lead actors. David Tennant reprises his role as Crowley, a demon tasked with overseeing the end times but who is rather enjoying life on Earth. His portrayal comes off as part sardonic badass, part buffoon. Likewise, actor Michael Sheen returns as foppish and erudite Aziraphale, the angel who is happy to help Crowley thwart Armageddon despite their supposed enmity. Both actors have a long list of Shakespearean stage credits to their names, and their performances here are some of the best character work ever recorded on audiobook.

Rebecca Front, known for her BAFTA-winning role in the British comedy series “The Thick of It,” provides the perfect narration to balance the weight of the topic with the silliness of the execution. An ensemble cast rounds out the other characters.

Good Omens would make great listening for a road trip, especially for families with precocious tweens and teenagers.

An updated audiobook with an all-star cast, Good Omens is the most fun you’ll have at the apocalypse.
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A River Enchanted, Rebecca Ross’ adult fiction debut, is an elegant fantasy novel of homecoming and mystery. With its lyrical prose and tight world building, this story is both modern and timeless, drawing from the traditions of genre greats like Steven Lawhead and marrying them to the sensibilities of modern works like Genevieve Gornichec’s The Witch’s Heart and Tana French’s In the Woods.

The novel opens with the prodigal Jack Tamerlaine’s return to Cadence, the isle of his youth, a land where magic and spirits run free and gossip is carried on the wind as easily as smoke. He soon learns that young girls are going missing on Cadence, seemingly plucked from the air by a formless spirit, leaving no trace of them behind. Adaira, heiress to the laird and Jack’s childhood nemesis, has summoned Jack back to the island to help her find out exactly what has happened to the girls—and to get them back before it’s too late. She wants him to sing down the spirits as her mother once did so that Adaira can ask them what matter of mischief is afoot. But as Jack and Adaira delve deeper into the mystery, the spirits begin to suggest that a far darker secret lies behind the loss of the girls.

Already known for her young adult fantasy novels, Ross has created a world both rich and wonderful in Cadence. The island is full of so much magic, so many feuds and stories—enough that capturing them all in one novel, even a nearly 500-page one, seems a difficult task. But somehow Ross succeeds, guiding readers through the intricate warp and weft of the island and its traditions and creating a brilliant tapestry full of mystery and wonder. And while Ross does revel in world building, she doesn’t tell her story at a remove. The four characters that the book centers on—Jack, Adaira, guardsman Torin and healer Sidra—are vibrant and fully realized, keeping the myth-making quality of the book at bay and instead grounding the story in these characters’ heartaches and fears, their desires and attractions. A sublime mix of romance, intrigue and myth, A River Enchanted is a stunning addition to the canon of Celtic-inspired fantasy.

A sublime mix of romance, intrigue and myth, A River Enchanted is a stunning addition to the canon of Celtic-inspired fantasy.
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Max Gladstone spins a story from the perspective of several unreliable narrators in Last Exit. That unreliability is the point in this standalone fantasy, which is intentionally cerebral and difficult to follow. The dynamics of alternate dimensions and conflicting viewpoints are not background to the plot: They are the plot.

Set in modern-day America, Last Exit revolves around alternate dimensions, nicknamed alts. Alts can only be visited with the help of spin: an individual’s understanding of possibility. If someone has a limited belief in what is possible, then they will only see what is currently in front of them. But if you can overcome skepticism and accept various possibilities, you can force possibilities to materialize. A door that should be locked just happens to be unlocked.

Zelda, Ish, Ramon, Sarah and Sal were once a dimension-hopping fellowship, fighting a mysterious rot that corroded worlds. The group imploded after the loss of Sal, and Last Exit begins as Zelda, convinced that Sal isn’t lost forever, tries to get everyone back together to save Sal and defeat the rot once and for all. The realistic rifts between characters, conveyed via broody monologuing from each unique perspective, allow readers to compare each person’s opinions, providing a rich depth of relationships for readers to explore despite the relatively limited core cast. Last Exit has a relentlessly oppressive atmosphere, with the rot barely giving Zelda and her companions room to recover, but the compelling protagonists keep things engaging.

Gladstone avoids in-depth detail, leaving the reader to conceptualize a scene by leaning on their imagination (their spin, you might say) to flesh out the details. For example, Gladstone uses the phrase “cracked the sky” with no description of the crack’s appearance or its effect on the rest of the skyline. He then reuses the phrase multiple times, challenging the reader to recall their own mental imagery. As a result, Last Exit is a book enriched through sharing; it’s easy to see a book club discussing their varied interpretations of this phrase.

The beginning of Last Exit feels like the start of an archeologist’s excavation: new clues are popping up in unexpected places and nothing makes sense. But that process of discovery and excavation is where Gladstone’s novel shines, as each chapter revises and adjusts the reader’s understanding. By the end of the book, their individual vision of Gladstone’s world reaches something like clarity, enough for the intrepid archeologist to piece together most of the picture. While not a light undertaking, Last Exit is a satisfying read for those with a lot of imagination—and a little spin.

While not a light undertaking, Last Exit is a satisfying fantasy read for those with a lot of imagination.
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Every 10 years, the secretive Alexandrian Society, inheritors of the lost knowledge from its namesake library, recruits six of the most powerful young magic users, or medeians, to join their ranks. The half-dozen potential initiates are brought to the Society’s headquarters, where they study and learn from the greatest compendium of magical knowledge that has ever existed. This year, Caretaker Atlas Blakely has selected a sextet of particularly ambitious young medeians: three physical mediums, who specialize in manipulating external forces and energies for purposes as varied as deflecting bullets and obtaining midnight snacks; and three nascent masters of the mental, emotional and perceptual magics of reading minds and concealing acne. But these newest residents are confronted with even darker secrets than the arcane knowledge they all covet, for they are the linchpins in a conspiracy that could either save the world or utterly destroy it.

For a book with such a melodramatic premise (think “Big Brother,” but half the cast can read their companions’ minds and the other half can conjure actual black holes), Olivie Blake’s The Atlas Six is curiously matter-of-fact, dispensing with on-page relationship drama and coasting through tense fight scenes with brevity. Likewise, instead of providing flowing backstory, Blake communicates personalities through lighthearted conversations and depicts the world outside the Library’s magically warded walls entirely through the scars it left on her protagonists. The Atlas Six is stingy with its exposition, with the lengthiest passages being debates between characters on topics such as the nature of time and the conservation of magical energy. But in Blake’s hands, these tracts are engaging and often very, very funny. This duality—an extremely pulpy plot married with smart and nimble writing—is the core of The Atlas Six’s appeal.

This macabre romp of a magical reality show nevertheless revolves around one weighty question: Is there knowledge that should not be shared? Blake draws heavily on the structures and practices of academia, which in our world is in the midst of a push for greater transparency and democratization of knowledge. Analyzing the costs and benefits of advanced technology or abilities has been central to speculative fiction since its inception. That Blake is using academia as a vehicle for it, adding her agile and cutting voice to the likes of Neal Stephenson and Cixin Liu, feels particularly relevant to the present moment. And if she happens to suggest some legitimately wholesome uses for small wormholes along the way, all the better.

Olivie Blake marries an extremely pulpy plot with smart and nimble writing in her debut fantasy, The Atlas Six.
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Xingyin has never met her father, a mortal archer who saved the human world from destruction. She is also the daughter of Chang’e, the infamous moon goddess who became immortal after drinking a potion that was given to her husband in recognition of his heroic deeds. Xingyin has lived a lonely life, hidden away in her mother’s sky-bound prison. That changes when she accidentally accesses her own magical powers and is forced to flee to avoid detection by the Celestial Emperor and his court. While on the run, Xingyin is thrust into the uncomfortable role of learning companion to the Celestial Prince, the son of the very man who imprisoned her mother. As she trains and learns alongside the prince, Xingyin is torn between loyalty to her new friend and the desperate desire to free her mother from her eternal prison.

Daughter of the Moon Goddess, Sue Lynn Tan’s debut novel, is filled with intricate world building, heartbreaking romance and mind-bending intrigue. Tan’s story is mythic in its scope yet personal in its execution. At times, she steps into a writing cadence reminiscent of a storyteller recalling a well-trod tale, as when Xingyin describes her childhood in her mother’s otherworldly prison or when she faces down monsters as First Archer of the Celestial Army. At other times, Tan’s prose is close and personal, pulling readers deep into Xingyin’s fears, drives and desires. The result is an all-consuming work of literary fantasy that is breathtaking both for its beauty and its suspense.

Daughter of the Moon Goddess starts out slowly. Indeed, the first quarter of the narrative seems to exist in an entirely different time zone than the rest of the novel, which careens from one adventure to another as Xingyin fights for her mother’s freedom. However, don’t let the languid pacing of the early scenes of Xingyin’s life with her mother fool you into thinking that this is a book where nothing happens. On the contrary, so much happens in this first installment of the Celestial Kingdom duology that it’s hard to imagine where Tan’s imagination might take Xingyin and her friends next. Wherever that road leads, however, it is sure to be one of boundless invention. 

Sue Lynn Tan’s debut novel is an all-consuming fantasy that is breathtaking both for its beauty and its suspense.
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Battle of the Linguist Mages, playwright Scotto Moore’s debut novel, more than lives up to the nerdy promise of its title. It follows die-hard gamer Isobel Bailie, who unlocks magical abilities due to her mastery of the virtual reality game Sparkle Dungeon, down a rabbit hole of conspiracies and capitalist enterprise. The reigning champion of the game, Isobel has mastered its vocal spellcasting mechanics. But then she’s let in on a paradigm-shifting secret: The same techniques can be used in the real world. By uttering phrases called power morphemes, Isobel can literally change reality. In this Q&A, Moore unpacks the myriad inspirations behind what he deems his “science fantasy,” from Burning Man and EDM to the very real reality-altering dangers of technology.

Battle of the Linguist Mages is reminiscent of some other speculative fiction I’ve read or seen, like Ready Player One, Snow Crash and Contact, if these were all reflected off a few dozen disco balls and seen through a haze of real-life events. What were your inspirations for this project?
Back in 2010, I had a conversation with a linguist friend of mine who described her work in the field of speech recognition and speech-to-text and scaling that technology out to new languages. And I remember thinking it sounded completely like science fiction to me, a theater artist with no training in linguistics or any other science. Every word you say narrows down the potential words that might happen next, and I sort of cheekily thought, “Well, wouldn’t it be evil if you were capable of surreptitiously planting that first word in the sequence without a subject knowing it?” This ultimately led to me writing a play called Duel of the Linguist Mages, which we produced in Seattle in early 2011.

Then in 2014, I wrote a play called Balconies, which evolved out of a desire to write a giant farce with a romantic comedy wedged into it. I needed two sets of contrasting characters to play on two neighboring balconies, so on one you had a political fundraiser, and next door you had a video game-themed costume party. I’m sure my many Burning Man experiences must’ve inspired Sparkle Dungeon, the video game in that play. By the time I started writing the book, I’d acquired a hobbyist-level interest in DJ culture, so that got added to the mix. Balconies is one of my favorite plays, and the humor in the book is directly inspired by the comedic style of the play. I entertained some wishful thinking about writing a sequel, [but] instead I became motivated to use those characters in a book. That general atmosphere of menace from Duel provided a contrast to the lighthearted nature of the Balconies source material as I started to plot out the book, cherry-picking characters and concepts to use.

“Isobel and Maddy somehow find a way to fight the powers that be without sacrificing conscience or compassion . . .”

Battle of the Linguist Mages (and Sparkle Dungeon itself) sits right between science fiction and fantasy. Do you see your creations as bridging that genre gap or simply filling a niche that neither genre really describes effectively?
I’ve called it science fantasy from the start, although my publisher called it contemporary fantasy at one point, and that seems fair too. There’s so much spellcasting in the book that fantasy probably outweighs the science fiction elements. When I was a playwright, I did often write actual science fiction, but since then, I’ve also come to a better appreciation of fantasy. It feels natural right now to explore the wilder and weirder aspects of my imagination within the context of fantasy or science fantasy.

If someone were to release a real version of Sparkle Dungeon, would you play it?
Well, I don’t actually play video games. So if a Sparkle Dungeon game came out and I wasn’t connected to it in any way, it would miss me altogether. I wouldn’t even notice its release unless it became a monster hit that affected culture at the top level.

I didn’t call this out in the book, but in my imagination, there’s a mode in Sparkle Dungeon that’s like Rock Band, except it’s the DJ equivalent. Whenever Isobel boasts about her DJ skills, she’s actually referring to her mastery of this mode in the game. I might find that mode entertaining, but not “acquire a VR headset” entertaining.

Battle of the Linguist Mages is the exact sort of story that I can see somebody wanting to adapt to the screen, but that might not translate particularly well, given how many things would be challenging to visualize (or auralize). Since you have experience writing for the stage as well, do you think this book is capable of being adapted to another medium?
Oh, you could definitely adapt this book into a film or a streaming series. I mean, I learned working in fringe theater, where the production budgets are ridiculously low, that you can almost always find a way to express a strong creative vision. Resource constraints and limitations become creative opportunities by necessity. Maybe your finished product is rough around the edges, but you can still tell a powerful story. Our version of power morphemes in Duel of the Linguist Mages was a series of intricate sound cues, which the actors lip synced. It was super weird and effective.

In the midst of all that spectacle and action, a very character-driven story engine drives the book. Isobel, Maddy and the Dauphine of the Shimmer Lands feel to me like a charismatic trio of leads you really want to follow through this adventure. They’re like a mini superhero team, but instead of secret identities, they really wear their hearts on their sleeves with each other.

Read our starred review of Battle of the Linguist Mages.

A lot of the characters and organizations in Battle of the Linguist Mages are very, shall we say, recognizable from our real world. How much were those references intended to situate the reader in a familiar world, and how much were they intended to make a point?
I always wanted to situate the reader in our world, in the present day, because I think part of the fun is how our world is a springboard for these elaborate flights of fancy, so to speak. You get mileage out of that contrast, and the real world looks different to them when they return home. And the cabal’s actions have a more visceral impact because the story takes place in California instead of an invented land. It could be you or your own family that gets swept up in their schemes.

Meanwhile, as I developed the characters, it was apparent that Isobel and Maddy (like many of us) were deeply skeptical of modern capitalism, and some of my own rage bled through as they interacted with rich and powerful people in the story or observed how the world was being shaped by such unscrupulous forces.

But Isobel and Maddy somehow find a way to fight the powers that be without sacrificing conscience or compassion, and that’s what makes them so compelling to me.

Battle of the Linguist Mages is also very meta with all its references to literary and video game tropes. Do you think the characters in your book use tropes to describe their lived experiences, or did those tropes causally shape those experiences?
Isobel spends a huge amount of time in Sparkle Dungeon, immersed in the narrative tropes of the game, and she uses her instinctive understanding of those tropes to succeed at the game. That way of thinking does bleed into her daily life. So for instance, when she needs to study new spells with Maddy for several weeks, she flat-out thinks of it as a “training montage.” But this is the era of TV tropes and the culture having a really deep knowledge now of the typical tactics that narratives deploy, so she’s probably not the only character who’s immersed on some level in those tropes. Still, I think Isobel revels a lot more in fulfilling a literal role in a narrative than anyone else in the book.

“Facebook has altered people’s perception of reality so definitively . . .”

I’m a composer and psychomusicologist (it’s a real thing, I promise) by training, so I’m fascinated by your choice of EDM and house music as the vehicle for magic, both in Sparkle Dungeon and outside the game. What attracted you to using that genre in particular?
I think it’s just familiarity more than anything. I’ve been listening to electronic music since the mid-1990s, which is actually late to the game. A friend handed me an Orb CD and an Orbital CD and insisted that I would enjoy them, and she was totally right. And to the extent that my Burning Man experiences influenced Sparkle Dungeon, I mean, electronic music is seemingly everywhere you turn at Burning Man, or it was back when I was regularly attending the festival. Electronic music has been the soundtrack for a big chunk of my life.

The singing scenes are also particularly interesting to me, because they point to power morphemes’ implicit therapeutic potential. Where do you think they lie on the spectrum from therapy to enhancement?
Well, it’s tricky. The way Bradford pacifies the participants in a large brawl by singing sequences of power morphemes is almost akin to a guided MDMA session, so therapeutic potential is certainly there. At the same time, Isobel notes more than once that some of the euphoric healing sequences she uses have addictive potential. Spellcasting in that fashion seems slippery, although if you scaled it up, maybe you’d cure diseases.

But I think it’s telling that instead of curing anything, everyone is a lot more focused on “combat linguistics” and other subversive techniques. It’s like these power morpheme sequences provide steroidal power boosts to the spellcaster, which are a lot more immediately compelling to these people than anything altruistic.

Although power morphemes are speculation, the core premise—the invention or discovery of something that alters people’s perception of reality regardless of their agency—hits a little close to home. Things like power morphemes can cause immense harm but also achieve incredible good. How worried are you about the possibility that real life may come to imitate your art?
It’s happened already. Facebook has altered people’s perception of reality so definitively that otherwise rational people now believe wholesale in bizarre and outright harmful conspiracies. When these users first created their Facebook accounts, hoping to connect with friends and share photo albums or whatever, they never suspected they’d be hammered with insidious lie after lie after lie, propagated by an algorithm that operates with no mercy. I mean, maybe when you agreed to the terms of service, you willingly gave up your agency, but I doubt most people think of it that way.

At one point in the book, Olivia describes her work in advertising as “planting meaning in the culture and guaranteeing its effects.” Facebook mastered this approach, and they used their technological wizardry to torpedo the stability of American democracy and prop up despots around the globe. I’m not seeing the incredible good anywhere in sight. Maybe that’s part of why I like writing fantasy.

Author photo by Ian Johnston.

Scotto Moore unpacks the myriad inspirations behind his “science fantasy,” Battle of the Linguist Mages, which more than lives up to the nerdy promise of its title.
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When I reviewed Fonda Lee’s excellent first installment in her Green Bone Saga, Jade City, I noted how family played such a vital part in the story of the island nation of Kekon. This remains a central pillar of the trilogy’s conclusion, but what surprised me most about Jade Legacy is how willing Lee is to subvert readers’ expectations of how the families at the heart of her world will act. When the world constricts around the Green Bone clans and their powerful jade magic, Hilo, Shae, Anden and the rest of the No Peak clan have to break their own rules in order to survive.

Those familiar with Kekon will feel right at home from page one of Jade Legacy. Pushed by ever-growing pressure from foreign powers interested in controlling the country and gaining access to its jade, which grants users superhuman abilities, the Green Bone clans must decide how to respond. In addition, anti-clan terrorist factions within the capital city of Janloon continue to sow violence and disrupt the peace. The No Peak clan and the Mountain clan, which have always opposed each other, must decide if they will put their long-lasting and bloody war on hold in order to preserve the Green Bone legacy, or if they’ll finish each other off when the opportunity arises.

The Green Bone books are densely populated, but Jade Legacy thankfully includes a list of characters, which readers will find supremely helpful to flip back to. By this point, there are so many characters who have come and gone, but Lee always knows when to let a personal moment stretch out between central characters and gives fan-favorites plenty of room to shine.

Anything seems possible in this last volume, and Lee ratchets up the pressure to 10. (For readers of the previous two books, could you have imagined getting to this point? Where Hilo and Ayt Mada have to work together?) Tragic deaths and triumphant action sequences are as present as they ever were, but there are also moments of humility, forgiveness and even redemption in places where readers might not expect to find them. 

Quite simply, Jade Legacy is the best book in Lee’s fantastic trilogy. It’s the most complex, offers the most surprises and confidently navigates an intricate story with a huge number of characters and factions. It’s likely that if you’re reading this, you simply wanted validation that the last entry is worth your time. The answer is goodness gracious, yes. And if by some miracle you’ve read this far and haven’t yet jumped headfirst into one of the best fantasy worlds of the last five years, here’s your signal: Do it and don’t look back.

Jade Legacy is a spectacular end to the Green Bone Saga, with triumphant action sequences, tragic deaths and unexpected moments of redemption.

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In the thrilling second installment of Chloe Neill’s fantasy spin on the Napoleonic Wars, Captain Kit Brightling, a magically gifted naval officer in direct service to Queen Charlotte of the Isles, has been plagued by dreams. Dreams of rising water and nearing danger, yes, but also dreams of the charming and maddening viscount of Queenscliffe, Colonel Rian Grant. But questions of romance must wait as Kit is asked to find whatever information she can about the machinations of Gerard Rousseau, the exiled former emperor of Gallia.

However, Kit’s quest leads instead to the war criminal La Boucher in a small town on the coast of Gallia. The magic La Boucher wields in Rousseau’s name is deadly and immense, capable of costing hundreds their lives. There is no stopping the oncoming war, but stopping La Boucher can help Kit put the Isles on the right side of it. And to do that, she’ll need all the magic she can muster—as well as the help of a certain handsome nobleman. 

If the first book in Neill’s Captain Kit Brightling series was a slowly rising tide, A Swift and Savage Tide is the flood. Gone is the fragile peace between the Isles and Gallia, replaced by a sense of inevitable conflict and kinetic explosions of all-out war on the high seas. Gone too is the slow-burn romance of the first book, abandoned in favor of an open acknowledgement of mutual desire between Kit and Grant. What remains, however, are the elements that have made the Kit Brightling series a success so far: a wicked sense of humor and the ability to turn tropes on their sides. In addition, Neill’s already-impeccable grasp of pacing has, if possible, improved. Like the waters upon which her captain sails, Neill’s prose ebbs and flows, pulling readers into the bone-crushing anxiety of a reconnaissance mission or a tender moment with Kit’s caring (if mildly insubordinate) crew before thrusting them headfirst into the throes of battle or the rising heat of Kit’s evolving relationship with Grant. A Swift and Savage Tide teases both mystery and adventure for the two in the road that lies ahead.

A Swift and Savage Tide is perhaps even better than A Bright and Breaking Sea, but it cannot be fully enjoyed without having read that first book in the series. New readers should be informed, therefore, that the two books are best enjoyed when read back to back, all while drinking a cup of heavily sugared tea alongside a pile of Kit’s favorite pistachio nougats. The lack of sleep (and cavities) are well worth the effort for such engrossing reads. 

Chloe Neill’s second Captain Kit Brightling adventure improves upon the already stellar first book in the series.

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