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Age Range: 14+ Secondary/Adult
Length: 448pp
- Abridged by:
Traitorsâ Nest
Illustrator: Nick HayesFrances Hardinge is a highly original writer, and this story once again is set in a universe and time of her own. Thankfully eschewing the over-worked picaresque model, she concentrates instead on what might happen when one group of villagers succeed in ousting a heartless and tyrannical castle overlord. Establishing a democracy after that among those used to being bossed about is no easy matter. Spies, traitors and contemporaries continue to confront each other while danger from outside never ceases to threaten.
But there is another game here: castles wherever they are may suddenly transplant elsewhere, to be replaced by others of different shape and complexion. This is because of the machinations of a small group of immortal Players, wedded to maintaining the established social order. They exist in another plane and have the power to switch castles around at a whim as in a game. But unusually they are joined by a villager with different ideas. Hanged by his over-lord, he leaves behind his fifteen-year-old son Burr, who eventually becomes an unwilling but effective local leader.
Various strangely-named officials visit the villagers, all with advice or orders that may or may not be in the public interest. Some of what the Players are planning or thinking of doing meanwhile is portrayed moment to moment in tapestries hanging on castle walls. Burr and his two spritely sisters finally make it, but a full understanding of this intricately plotted story requires very concentrated reading. And that’s where the problems start; it really is too long with the narrative sagging midway through. Battles, sieges, betrayals, love interest all help out, and the author’s feeling for the arcane provides memorable moments. Nick Hayes accompanying illustrations do ample justice to such a richly imagined text, but easily digested reading it is not.



