Tag Archives: Tad Williams

Review 155: Otherland 4 – Sea of Silver Light

Otherland 4: Sea of Silver Light by Tad Williams

At last we have come to the end of our journey, when all will be explained and all will be resolved.

As the book opens, the Other – the operating system for the Grail Brotherhood’s mysterious plan for immortality – has been defeated, overcome and overpowered by the truly evil assassin Dread. With his mutant ability to manipulate electronics, Dread has taught the Other how to feel true pain, and now has nearly complete control over the Otherland network. With a nearly limitless number of worlds to choose from, Dread allows his sadistic madness to run wild. But no matter how many worlds he rapes and plunders, there are still those he truly wants to destroy – the Otherland explorers sent by the mysterious half-human Sellars.

While they are successful, none of them look this cool.

But those explorers themselves face greater dangers than Dread. Half of them have been thrust back into the twisted realms of Otherland, where the horrors and dangers that had been built into it have mutated into unrecognizable terrors. The other half… they ended up in the heart of the Other’s secret dreams. There they must face the eventual death of the network and survive it, if they can.

Offline, Sellars has brought all of his players into position. Lawyers, children and old women are his army, and together they will uncover the horrible and heartbreaking truth about the nature of the Other and the evil that has been done to it.

I really love this series. As it moves towards its ending, which does involve a lot more explaining than most other books do, it’s easy to get swept up in the sheer scale of the narrative. There’s a lot to take in by the end of the series, a lot of loose ends to tie up, but it all wraps up rather nicely. More or less. There is a rather major revelation that comes near the end that just kind of… gets written off. I have a sneaking suspicion that Williams might have been able to stretch this series into a fifth book, but it probably would have suffered from Rowling Syndrome – a lot of unnecessary padding in between the important bits.

The important thing is that, by the end of the book you really do feel invested in the world that Williams has created. You care about the characters, and you want everything to turn out all right for them. For the good ones, at least. For the bad ones, you want them to get their just desserts, to see them suffer as they have made others suffer. You even find yourself feeling for the Other, which we – and the protagonists – have always believed to be the main villain of the story. It is not, as we find out, and the scope of the villainy that has been done to it is truly astonishing.

Good news, honey! The new Tad Williams book is out!

In his forward to the second book, Williams apologized to his readers about the cliffhanger ending to the first. This isn’t really four books, he said – it’s one giant book that had to, for various reason, be split into four. The main reason, of course, being that no one would print or buy a 3,500 page hardcover, even if the fine folks at DAW Books were willing to try it. He is right, though – it is one very long story, and thus you can extract a great many things from it, if you want to.

There’s no one thing that I can say this book is about. In one sense, it is an exploration of the future of the digital world and what it might mean to people. The virtual net of this story would be as alien to us as the internet would be to our grandparents. It has become the sea in which our characters swim, and their main way of interacting with the world. It is only when their ability to go offline is taken away from them that they truly begin to value the world and the identity they’ve left behind. What’s more, it explores how we connect with each other – looking at both the relationships we build in virtual space and the ones we build in the real world, and finding complete validity in them both.

There are issues of identity, best shown by Orlando, whose towering Thargor the Barbarian character hides a young teenager with a crippling illness that will kill him long before he’s old enough to vote. His best friend has a slightly less unfortunate secret to share – that behind those big, muscular sim bodies, Sam Fredericks is actually a girl.

The story explores issues of family – how Renie deals with her father, Long Joseph Sulaweyo, or how little Christabel Sorenson’s family react when they find out that their young daughter has been drawn deep into Sellars’ conspiracy. And the bonds between mother and child that can never truly be broken.

Not only am I still human - I'm SEXY.

And there are even issues of the very definition of the word “life.” If your mind is perfectly copied into a computer, with all its memories and personality intact, is it still you? Are you still human? Are you even alive, in any real sense? The Grail Brotherhood certainly believed so, or they would never have started this project in the first place. But in a system as broad and complicated as the Otherland network, who knows what else might arise to test our definition?

The story is about heroism and history, about love and hate, about the unshakable bonds of friendship and the tenuous reliance on people you despise. It’s about the lengths to which fear will drive you and the extremes you will encounter when you test that fear. It’s about science and faith and looking at the world in ways you never imagined. It’s about good, it’s about evil.

It’s about life, really, and what it is about life that makes us want more of it.

Now I’m just waxing philosophical. To sum up: this is probably one of my favorite stories in my library. I highly recommend you pick it up, set some time aside, and enjoy it.

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Christabel was beginning to learn a scary thing about grown-ups. Sometimes they said things would be all right, but they didn’t know they’d be all right. They just said it. Bad things could happen, even to little kids. Especially to little kids.
– From Sea of Silver Light by Tad Williams
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Tad Williams on Wikipedia
Otherland on Wikipedia
Sea of Silver Light on Amazon.com
Tad Williams’ Website

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Review 150: Otherland 3 – Mountain of Black Glass

Otherland 3: Mountain of Black Glass by Tad Williams

This is easily my favorite book in the series, short though the series may be.

Otherland is a strange story, really – it’s like a hybrid science fiction/fantasy tale in that you can easily forget which genre you’re in. It’s clearly science fiction, in that the whole thing is taking place in a massive computer simulation, but on the other hand, it owes a lot to fantasy – especially the world-crossing aspects of it.

Our Otherland heroes have been trapped there for some time now, running through the system with very little understanding of where they are or where they’re going. The whole thing is run by a cabal of the world’s richest men and women in an attempt to foil Death itself, and was built as their eternal playground. Thus, there are countless worlds to choose from. There are places where you can re-live entire historical epochs, where you can fly in rivers of air or play in a cartoon kitchen. You can be a cowboy in the Old West or a Knight of the Round Table or anything that your mind can conceive – and your programmers can work out.

Not every virtual god is a good one, of course.

The complexity of this system is such that it is indistinguishable from real life. It is multi-sensory, so you get the full experience of actually being there, with none of the obvious CGI cues that we’ve come to expect from the virtual world. What’s more, the owners of the system have nearly godlike power within it. They plan to not only live forever, but have absolute power while doing so.

Two of these simworlds – one original, one derivative – are the reasons why this is my favorite book of the series. The original simworld (not based on any well-known work or historical event) is the House. After being betrayed by the assassin Dread, who has been masquerading as one of their number, Renie, !Xabbu, Martine, Florimel, T4b and Emily are stuck in a kind of… unfinished world. It’s a place where the programming hasn’t really been settled, and where the unreality of the whole thing can be deadly.

They manage to escape by following Dread to a new simulation – a great House that is, in itself, a world. It goes on as far as anyone knows, but is home to countless tribes and nations. Our heroes meet runaway lovers – a cutlery apprentice and a girl from the linen cabinets. They are aided by the Library monks, whose expertise encompasses everything from House history to the minute details of plasterwork. They are nearly killed by attic bandits and hunted by nomadic bands of steeplejacks.

You get them abducted by aliens, of course.

Aside from imbuing the House with a deep sense of history and complexity, Williams raises an important point that anyone who has ever played “The Sims” can recognize: what do you do when you start to empathize with a computer-generated being?

During their time in the House, they meet people who seem to be genuinely good, perceptive, interesting people, qualities that we don’t know how to confidently imbue in real humans, much less coded simulacra. The residents of the House have passions and dreams, they love and hate just as “real” people do. They can’t be written off as “just code,” because they don’t act that way. They help and hinder our heroes just as people out in Real Life might.

I don't know the answer, but this young... man seems interested in finding out.

This brings up an interesting ethical problem: while they can’t be sure what their ultimate goal will be, our heroes are pretty sure that the system will eventually have to be destroyed – as far as they know, it is the Otherland system that is keeping them trapped, and their loved ones in comas. Will doing this be, in essence, genocide? By shutting down the Otherland network to save the children in comas, and to save themselves, will they be condemning thousands – perhaps millions – of coded “people” to extinction? Are these “people” really people? After all, the Grail Brotherhood was planning to become immortal code themselves – would they be any less alive than their meat incarnations?

While this is not a problem that we have to grapple with yet, it’s one that may come up eventually. Tad Williams has done a very nice job in this series of predicting technological advancement, so he may have seen forward on this one, too.

The other simworld that makes this my favorite book is a derivative one. This means that it is based on an extant work, much like the Alice in Wonderland world that Paul Jonas goes to, or the bizarre cartoon kitchen from which Orlando and Fredericks had to escape. This world is one of the oldest stories there is, and was the first simworld to be created when the construction of the Otherworld began.

It is The Iliad.

Somehow, I don't have a Sim of Achilles. (Art by NegativeFeedback on DeviantArt)

I’ve read the original poem a few times, and I’m impressed with it every time. It’s a massive story, full of heroes and villains, bravery and treachery, and death. Lots and lots of death. It’s an epic poem, and it deserves the title, as it pits nations, men, and gods against each other in what is ultimately a tragic and terrible ten year war. For Tad Williams to use this as the climax for a novel is nothing short of audacious, but he pulls it off wonderfully.

Not only does he manage to keep hold of the terrible horror of war that Homer put throughout his poem, Williams integrates his characters into the story, putting them in the roles of key figures such as Achilles, Patroclus, Cassandra and Odysseus. They all want to get into Troy so they can find their way to the Black Mountain, but to do so they must go through the war that has served as the archetype for human conflict for the last few millennia. Their choices, freely made, reflect the choices of the characters they inhabit, which are themselves models for heroes of fiction throughout literary history.

In one wonderful scene, Sam Fredericks, who is inhabiting the character of Patroclus, is wondering what to do about her sick friend, Orlando Gardiner, AKA Achilles. He cannot fight, but the Argives need him, and throughout their long friendship as online gamers, it was always Orlando who was the hero. Sam was the sidekick, the buddy, but when you made the movie poster, Orlando’s character would always be in the middle of the shot.

But much like another Sam in another story, Fredericks knows that heroism isn’t just muscles and swords and snappy dialogue. It’s about doing what has to be done, even if you don’t want to do it. Nearly crippled by progeria, a debilitating childhood illness, Orlando has nonetheless continued to fight on in the Otherland. Now the hero cannot fight, and Sam realizes it’s the sidekick who has to pick up the burden. Thus, Sam unknowingly fulfills the destiny of the character she is portraying, puts on the shining armor of Achilles, and goes out to inspire the Argives to fight so that she and her friends might live.

Chocolate! It's full of chocolate!

The entire Troy sequence is amazing, and every time I read this book, I feel compelled to read The Iliad again.

But the series doesn’t end there, of course. Suffice it to say we hit a major climax by the end of this book. People are in danger, secrets are revealed, battles are fought… and one of our brave heroes makes the Ultimate Sacrifice. We are brought to the heart of the operating system, the Black Mountain which entombs the Other. The Grail Brotherhood sets their immortality sequence in motion, and the amoral killer Dread makes his bid for virtual godhood. Setting us up for the final book, we are left with our heroes in disarray – divided and lost, dropped into an entirely new environment that is beyond their understanding and forced to cooperate with their gravest enemies for their survival.

You may look at this book and think, “Holy cow. 924 pages. There is no way I’m reading 924 pages.” But you will, and it’ll go a lot faster than you think. Williams has done a great job of making a multi-layered, fast-paced story that you can enjoy on many levels. You can revel in the action and the mystery, you can ponder deep philosophical problems, or you can comb through the great attention to detail and see how much work he must have done to get the Trojan War sequence right.

Hats off to you, Tad Williams.

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“Jesus Mercy. There have to be easier ways than this to save the world.”
– Renie Sulaweyo, Otherland: Mountain of Black Glass
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Tad Williams on Wikipedia
Otherland on Wikipedia
Mountain of Black Glass on Amazon.com
Tad Williams’ Website

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Review 146: Otherland 2 – River of Blue Fire

Otherland 2: River of Blue Fire by Tad Williams

When last we left Our Heroes, they were caught in the Otherland – an immense virtual reality program built by people with more money than God – with no idea where to go and no idea what to do. They were lost, confused and had no way out.

Oh yes – back before Neo got his clock punched by Agent Smith, Renie, !Xabbu, Orlando, Fredericks and all the other Otherland explorers discover that they are in more danger than they realize – if they die on the network, then they’ll die in real life. And, almost right out of the gate, people start dying. Whether they’re tiny biologists living among the ants or a lifetime gamer warring against the different factions of a twisted Oz, they die in unpleasant and, ultimately real ways. And it’s up to our heroes to not only avoid death themselves, but also to figure out what the hell they’re supposed to be doing in there.

It's just like this, only different.

One of the things I like about this series is that Tad Williams openly admits to stealing – er, paying homage to the great writers of the past. At the end of book one, when all the main characters have been gathered together and are being told about the great dangers they will face, and how they are part of a plan to defeat the Grail Brotherhood and their Nefarious Scheme, most of the people there want nothing to do with it. It’s up to Orlando Gardiner, our young barbarian warrior-slash-progeriac teenager to say, “Hey, this the the Council of Elrond! We have a mission here!”

Unfortunately, while the Fellowship of the Ring gets a clear mission before leaving Rivendell, the Otherland explorers are scattered before they know what to do, and their main goal is to run for their lives. As this book progresses, they start to learn more about the vast Otherland network, what its nature is and why it was made. They also learn that it is unstable, and possibly a living thing in its own right.

Almost immediately, the group gets split up. That is, as all ensemble writers know, the best way to really build a meaty story, and it works really well here. Unfortunately, while there are three groups, the strongest and most interesting characters get put into two of them. Orlando and Fredericks get sent off into a world more bizarre than any online gaming ever prepared them for; Renie and !Xabbu end up in a horribly twisted version of The Wizard of OZ, if Oz had invaded Kansas, taken over, and started a three-way fight between the Scarecrow, the Lion and the Tin Man.

No adorable wisecracking robot, though. Can't imagine why.

This leaves us with the third and largest group being somewhat less interesting than the others. Not completely, of course – we have a blind woman who can sense the information flow of the simulation, a teenage net-freak who only speaks in online slang, a campy death-clown named Sweet William, a Chinese grandmother and an abrasive German woman. They’re not bad characters by any means, and each one is special in his or her own right. It’s just that most of them were introduced later in the first book, and so we’ve had less time to get to know them. Putting a more familiar character in that group might have made them more interesting, or it might have overshadowed them. Who knows? The good news is that they do become more interesting and engaging, so there’s really nothing lost by their being new to us.

One thing that the third group has, however, is a secret – one of them is not who he or she appears to be. One of them has been co-opted by the sociopathic assassin, Dread. The only one with the freedom to go on and offline at will, he has nearly godlike power at his fingertips. And he intends to use it.

I can imagine that Tad Williams had a great deal of fun working out these novels, mainly because he created a concept that allowed for incredible freedom in world-building. After all, on a super-powerful VR platform, any conceivable simulation can be created. So whether it is the mythical land of Xanadu, a cartoon kitchen where the groceries come to life at night, a world where people fly like birds, or the legendary land of Ithaca, the settings in these books are only limited to what Williams can think up and work with.

It's like, I'm in the story and I'm reading the story... Woah. Dude.

What’s really interesting is that he seems to take great pleasure in reminding us that we are, in fact, reading a story – he goes so far as to have one character reflect on exactly what kind of character he is. People are reminding themselves that they’re not in a story, even though they are, and at the same time recognizing that the entire structure of their virtual universe is patterned on the rules of fiction. It’s a strange type of meta-fiction that rewards the careful reader.

So, as the book comes to a close, we have some new threads to follow. The Otherland explorers begin to find their purpose and learn about their situation. We’ve met a strange type of character which exists in many worlds at once – the beautiful, birdlike woman who tries to help Paul Jonas and Orlando Gardiner find their way; the horrible Twins, whose only job is to pursue Paul Jonas wherever he may go. These people can be found around any corner, and the outcome of meeting them is always uncertain.

Slightly less complicated than this, but not for lack of trying.

Offline, real-world investigations into the mysterious comas that afflict children begin to bear fruit – a young lawyer named Catur Ramsey is trying to help the parents of Orlando and Fredericks find out what happened to their children, and the search leads him to a strange woman, Olga Pirofski, who may have a vital clue. Renie’s father involves himself with some very dangerous people indeed. The police in Sydney find themselves working on a five year-old murder case that will eventually lead them to the malicious assassin/hacker Dread. A mysterious group called The Circle makes itself known to a select few, and reveals its mission – to oppose the Lords of the Otherland and their relentless pursuit of immortality. All through this, those Lords of the Otherland struggle amongst themselves to see who will ultimately control it.

The tale becomes stranger with the telling, but I can guarantee – you’ll be good and ready to jump right into book three….

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“I’ve seen things you people wouldn’t believe. Attack ships on fire off the shores of the Nonastic Ocean. I watched magic blunderbusses flash and glitter in the dark near Glinda’s Palace. All these moments will be lost in time, like tears in the rain. Time… to die.”
– The Scarecrow, Otherland: River of Blue Fire
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Tad Williams on Wikipedia
Otherland on Wikipedia
City of Golden Shadow on Amazon.com
Tad Williams’ Website

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Review 142: Otherland 1 – City of Golden Shadow

Otherland 1: City of Golden Shadow by Tad Williams

Let me just start by saying this: the first time I finished this series, I immediately went back and started reading it again. I can’t think of any other series that I’ve done that with.

This is one of Tad Williams’ “economy-sized manuscripts,” similar to his fantasy classic Memory, Sorrow and Thorn. Similar in size and scope, anyway – four giant tomes chock full of all things awesome. It’s a series of grand scope, amazing scale and great imagination, well worthy of your time. It’s a complex, interweaving of tales, full of vibrant characters, implacable enemies, and important questions about destiny, identity, consciousness and the very nature of reality itself.

Seriously, top-shelf stuff here, people.

Mind you, Second Life's dreams aren't all that big.

It begins in a near-future world, and it begins with the children. Renie Sulaweyo, a teacher in South Africa, has a brother in the hospital. He, like many other children around the world, has gone into an inexplicable coma, the causes of which defy medical science. The only clue she has is that the outbreaks of these comas coincide with the availability of access to the Net – a virtual reality internet that is what Second Life dreams of becoming. Here, depending on your equipment, you can live in a virtual world that is more vibrant and exciting than anything the real world can offer. And you can do it in full sense-surround 3D.

Renie’s brother, Stephen, engaged in the usual mischief that any kid with access to his own virtual universe might do, and finally got caught. Something shut him down, and Renie was determined to find out what did it. With the assistance of her student, a Bushman named !Xabbu, Renie uncovers an amazing virtual world, something that puts the best virtual reality to shame. It is the Otherland, a playground for the obscenely wealthy. And it may hold the secret to what has afflicted her brother.

And if you think WoW is nuts now? Imagine it fully immersive. Okay, nerds, get back to gold farming...

That’s the short version, and since Renie is the one we’re introduced to first, it would be easy to think of her as the protagonist of the story. That would be highly inaccurate, though. There’s a lot of other storylines going on in there as well. There’s young Orlando Gardiner, who compensates for a crippling illness by being the baddest barbarian on the net. His best friend, Sam Fredericks, has stood by him for many years in an online game that makes World of Warcraft look like pen and paper D&D. They and others are lured into a deadly quest by a vision of a great golden city, more realistic and magical than they ever thought they could find.

Out in the real world, there’s little Christabel Sorenson, upon whose earnest desire to help the funny-looking Mister Sellars the entire future of the Otherland rests. There’s the aptly-named Dread, an assassin extraordinare whose strange “twist” gives him an edge in all things electronic. And, of course, there is Paul Jonas, a man trapped in an imaginary world, whose escape threatens the greatest dreams of the richest men the world has ever known.

All of this, as the series title suggests, centers on the Otherland project, a virtual reality of monumental proportions. It’s a digital world that is more real than the real world is, a world of computer-created, but very deadly, dangers. The slightest misstep could spell disaster and death – die in the Otherland and you die in real life.

This doesn't happen in Otherland, by the way. Lucky them.

And just FYI, Otherland predates The Matrix by three years and, kung-fu aside, is a much better story. So if you’re thinking, “Man, this is just a Matrix rip-off, you’re very, very wrong.

It’s a daunting series to begin. After all, it’s four books, each one clocking in around 800 to 900 pages. There are at least fifteen major characters, and the Otherland itself shows us seven different “worlds” in this book alone. There’s a lot to take in, and on top of all that, there’s a whole world happening outside the story – each chapter is preceded with a small news blurb that tells us about things that are going on in the world. Cops rounding up homeless kids in lethal “snipe hunts,” homicidal artists, legislative representation for the industrial sector of America – this world is both familiar and alien at the same time.

Then again, neither does this. Tad Williams does have his limits.

The good news is that it is a lot of fun to read. The pacing is very good, so you never get too bored watching any one character for a while. What’s more, Williams pays homage to some of the greatest fantasy and science fiction the English-speaking world has to offer. At one point, even the characters admit that they seem to be caught up in a very familiar story. So my advice is to just dive right into it. Once you get going, things clip along at a good pace and you’ll find yourself on page 943 in no time flat.

The really fun part is re-discovering things in this series. There are some things I remember very clearly, but other little details that pop up and make me think, “Oh yeah, I forgot all about that.” I enjoy seeing Williams’ prescience – after all, he wrote this just as the internet was really becoming popular, and a good ten years before things like online gaming and social media took over our lives. His vision of an immersive, VR world may have seemed a little wild and out there back in the mid-nineties, but not anymore.

So, make a sandwich and find a comfortable place to sit. This’ll take a while, but I guarantee – it’ll be worth it.

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“If you have found this, then you have escaped. Know this – you were a prisoner. You are not in the world in which you were born. Nothing around you is true, and yet the things you see can hurt you or kill you. You are free, but you will be pursued….”
– Sellars to Paul Jonas, Otherland: City of Golden Shadow
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Tad Williams on Wikipedia
Otherland on Wikipedia
City of Golden Shadow on Amazon.com
Tad Williams’ Website

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