Source of book: Audiobook from the library
After a law school colleague mentioned her kids like Brandon
Mull, we gave them a try on audiobook. In general, they are fast paced, full of
imagination, and good for keeping a driver awake on a long drive. We started
with Fablehaven, which is his
first series. We never got beyond the first book on our trips, but my sons have
really taken to them, particularly my younger one. They have read at least the
first three books - and I suspect it may be all five. I lost track of what they
borrow from the library long ago. Next was The Candy Shop War, which
has a single sequel that my kids own, but I haven’t read. We ended up with that
one because I ordered it before Fablehaven, but it took forever for our
library to get it from another library in the system. Finally, last year, we
listened to Sky Raiders, which is the
first of the Five Kingdoms set. Since the next in the series was readily
available on audiobook, I decided to continue that series this year.
Perhaps the most notable characteristic of Mull’s
writing is his seemingly endless imagination. At last count, Mull
has written six different series (or at least parts of them), each with its own
unrelated world. And these worlds are hardly just there for the plots, they
unfold into dazzling universes full of detail and wonders around every corner.
The plots and characters are interesting, but not on the
same level as the worlds. The books are aimed at ages 9-13, which seems more or
less right, although older and younger can enjoy them. (Particularly my kids,
who aren’t exactly typical in their reading habits.)
Rogue Knight picks up the story of Sky Raiders exactly
where the latter left off. These books were clearly intended as a set of five
from the outset. There are five kingdoms, and each is (apparently) explored in
turn. Each contains its own kind of magic and “shaping” power, as well as its
own dangers and mysteries. Sky Raiders took place in Sambria, while Rogue
Knight is mostly set in Elloweer, the home kingdom of Twitch,
who is kind of a human grasshopper hybrid.
As in the first book, Cole is one of a group of kids
kidnapped and sold into slavery in The Outskirts. He has escaped captivity, and
is on the run along with Jace, a fellow slave, and Mira, one of the daughters
of the High King, who faked his daughters’ deaths and stole their magical
powers years ago.
There are some plot similarities between the two books,
which are driven by two factors. First is plot-based. The High King has lost
control of his daughters’ powers, and they are - in some way or another -
running amok in their respective kingdoms. Thus, the quest is largely the same:
discover the missing daughter, and reunite her with her power. The second is,
in my opinion, that Mull (who is roughly my
age) is of the first video game generation. So many elements in this series in
particular remind me of the old NES games. Explore, gain magical items and
skills, rescue the princess, and defeat the big boss. I noted that in Sky Raiders,
the floating castles are so much like video game dungeons - in a good way -
that that part of the book felt like discovering a new game for the first time
- over and over as new castles were explored. Alas, it was time to move on
before I felt Mull had run out of fun ideas.
Fortunately, there were other parts of the world to explore.
Rogue Knight retains some of the video-game plot
elements, but with a different feel. Elloweer is a very different place. In
Sambria, shapers fashion “semblances” and “renderings,” which are analogous to
robots and tools respectively. They do their task, but without intelligence
beyond their programming. (Although in some cases, the AI is better than
others.) But all this shaping is physical. Things actually physically exist.
They are cool magical technology, but they are no more mysterious than our own
tech.
In contrast, Elloweer’s version of shaping is focused on
“seemings.” These are things that appear to be, but are not in reality.
Everything is an illusion - a really good illusion, and sometimes one that can
kill you just fine - but they do not have physical existence apart from actual
objects. Thus, a skilled shaper can make you look to others like someone else,
but you will still be yourself underneath it. Only the most skilled shapers can
make seemings independent of objects (or people) that stand alone. However, for
many purposes, seemings are quite useful - as long as they aren’t destroyed by
a “scrubber.”
Another interesting thing in Elloweer is the “confidence
lounge.” These are kind of like a brothel or opium den - except for secrets.
The clients go in, get a changing disguise, and swap gossip and intelligence.
Yeah, a bit more g-rated - and yet spookier - than the analogues - these are
kids books.
So anyway, Cole, Jace, Twitch, and Mira having defeated the
boss in Sambria and reunited Mira with her powers, head to Elloweer, responding
to a distress signal from Mira’s sister Honor. And hear about the twin terrors
laying waste to Elloweer. The first is a mysterious terror who is creating an
army of zombies (more or less) out of the inhabitants. The second is the Rogue
Knight, who takes advantage of the challenge system of politics which governs
the kingdom, and turns the taxation on its head (kind of like Robin Hood…) Both
are unknown factors. The third factor is a mysterious figure imprisoned at the
edge of the world, who appears to be a spiritual power from outside of the Five
Kingdoms.
And then there are the minions of the High King, on the
lookout for Cole and his companions. Things get intense, shall we say.
As in his other books, Mull
is actually fairly thoughtful, introducing ethical dilemmas at age appropriate
levels. The value of loyalty to one’s friends, compassion to one’s enemies if
possible, and the limitation of collateral damage in a just war are all good
lessons which are weaved throughout the books. In this particular book, I
really noticed the theme (begun on the first one) that power itself causes
destruction, unless it is kept under the control of those to whom it belongs.
This goes beyond the “power corrupts” truism, and beyond the idea of choosing
to use one’s power for good and not evil.
Rather, in this world, power which is stolen is
catastrophically dangerous. The little kid, Brady, who accidentally creates a
fantasy/nightmare world in the first book, has his power stolen, which then
devours its new host and goes on a rampage (much as Mira’s did in the first
book.) Honor’s power too becomes destructive - and is really only controlled
and channelled because the evil characters in the series try to graft the power
to an honorable person. (Hey, nice parallelism there, Mull…) If anything, the
lesson here seems to be to be content with your own power, develop it, and use
it for good. Stolen power just destroys the thief, leaving destruction it its
wake. That seems true about our world as well.
I also credit Mull for
creating believable and sympathetic characters. Even the sarcastic and
egotistical Jace is likeable in his own way - even more so in the second book,
as he cracks his shell a bit to reveal his true self. Mira still remains an
enigma - but that is part of the plot. She isn’t some kid out on an adventure,
but a centuries old princess stuck in a kid’s body.
I wouldn’t put Mull’s books
in the pantheon of children’s literature exactly, but as highly imaginative
fantasy, with age appropriate explorations of themes and dilemmas, and careful
plotting, they are definitely in the category of “good.” Mull
is no Terry Pratchett, but he doesn’t exactly write fluff either. These books
seem like they will age reasonably well, as they are not tied to current
culture particularly (video game aesthetics aside), but rely on the timeless
appeal of adventures, quests, and magical worlds.
The audiobook, like Sky
Raiders, was narrated by Keith Nobbs. He is a youngish actor, and seems to
fit the Five Kingdoms books well. His
voices aren’t quite as varied as the
very best readers, but they aren’t bad. You can definitely tell who is talking,
as long as there are no more than 5 or 6 characters talking in a scene. My wife
noted the strange use of Eastern European accents for many of the more “exotic”
characters. It does seem weird a bit, I guess, and I am not sure of the book
itself has those in there. (Unlike the way Twitch talks, with periods after
every other word…)
I also should note that one of the disks was horribly
scratched and unplayable. After a previous audiobook issue of this nature, I
have always checked the disks for playability before we leave on a trip. In
this case, I just grabbed the print book, and my wife read to us for the hour
or so it took to get through that disk. She is a fantastic reader herself, so
no drop-off in quality. She’s probably glad she didn’t have to read all 11
disks, though…
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