Theo, like Le Guin herself, was trepidatious about any visual representation of Earthsea, after decades of white character designs; white, middle-aged actors; and general tom-fuckery when it comes to representing Le Guin's work. It wasn't until Theo saw Fordham's work in To Kill a Mockingbird that he first considered it might be worthwhile to consider a graphic novel adaptation of his mother's work, and so here we are.
Fordham appears to have been the right man for the job--this graphic novel edition of A Wizard of Earthsea captures the characters as Le Guin may have envisioned them when she wrote. Theo in his forward acknowledges that one of the beautiful things about how the characters are described in Le Guin's work--enough to give an idea of their appearance, but also vague enough that readers can all use their own imaginations to some degree--becomes limited when creating an "official" visual representation of those characters. So he considers Fordham's designs just one of many possible looks for these characters, but one that cleaves to his mother's original descriptions.
His expressions neatly capture the shift in Ged's attitude over his schooling at Roke, from the proud, angry boy who first arrives to the sobered, haunted young man who departs.
Nearly all of the wording in the book is lifted directly from the original novel, which means Le Guin's original hard-hitting dialogue and beautiful descriptions of Earthsea survive to accompany Fordham's gorgeous scenic illustrations. He really captures the moody atmosphere of some of the book's darker moments, while also creating some truly stunning vistas of the ocean, which of course is a considerable part of the world for the characters of Earthsea (who live in an archipelago). I particularly enjoyed some of the rainy scenes--felt just like home here in the PNW!
He also does a great job making Ged and the Lookfar feel small on some of Ged's journeys. Looking at it some of these full-page spreads, you really feel that Ged is just one young wizard on his own in a vast and unknowable world.
If I had any issues, it's only that some of the palettes run quite dark, so that a few panels can be almost impossible to distinguish unless you're looking at the book directly under a light source, and that there is some occasional visual awkwardness (not sure how to describe this--maybe Fordham used a 3D rendering tool and it shows?)
Overall, I was delighted with this, and I really hope Fordham and Theo press on to do Tombs of Atuan as well--I would love to see Tenar and Atuan rendered as well!
Now that I don’t have a commute, I really had to create time to finish my latest audiobook, but it was worth it. Today I finished Welcome to Night Vale: A Novel, the first book put out by the team behind the Welcome to Night Vale fiction podcast and set in the same universe (as is likely apparent by the title). This book was written by Jeffrey Cranor and Joseph Fink.
First, I don’t believe you need familiarity with the podcast to enjoy the novel. Nor do you need to read the novel if you’re a podcast listener; it builds on what listeners may know, but also centers incredibly peripheral characters from the show (local PTA mom Diane Crayton and pawn shop owner Jackie Fierro), so if you’re a podcast only fan, you’re not missing any crucial story information by forgoing the book. If you’re not a listener of the podcast, I think as long as you go in understanding that the core of Night Vale is the absurd and the surreal, you’ll be okay.
This was a fun book! I was curious to see how the Night Vale Presents team would manage a longform story in the world of Night Vale (podcast episodes are about 25 minutes and almost always self-contained), and I think they did a solid job! The book can be a bit slow, especially in the beginning; the drip of information it feeds you about the mysteries at the center of the story is indeed a drip. But it wasn’t so slow I found it tiresome, and the typical Night Vale weirdness and eccentricity kept me listening even where I wasn’t sure where this story was going (if anywhere).
Seregil and Alec's escapades are fun, and it's interesting to see the creative ways they go about their tasks, but for me it's not enough to make up for the lackluster plot and detailed but unremarkable worldbuilding.
Lady Almina and the Real Downton Abbey: The Lost Legacy of Highclere Castle
from amazon;
Drawing on a rich store of materials from the archives of Highclere Castle, including diaries, letters, and photographs, the current Lady Carnarvon has written a transporting story of this fabled home on the brink of war. Much like her Masterpiece Classic counterpart, Lady Cora Crawley, Lady Almina was the daughter of a wealthy industrialist, Alfred de Rothschild, who married his daughter off at a young age, her dowry serving as the crucial link in the effort to preserve the Earl of Carnarvon's ancestral home. Throwing open the doors of Highclere Castle to tend to the wounded of World War I, Lady Almina distinguished herself as a brave and remarkable woman.
This rich tale contrasts the splendor of Edwardian life in a great house against the backdrop of the First World War and offers an inspiring and revealing picture of the woman at the center of the history of Highclere Castle.
really only interesting if you're a fan of downton abbey, or have an interest in english houses of the time period. or even egyptian archeology, king tut's bomb in particular. because almina's husband, the 5th earl of carnarvon, bankrolled the excavation & there are a couple of chapters that deal with that.