5 Worlds, Book 1: The Sand Warrior. By Mark Siegel, Alexis
Siegel, Xanthe Bouma, Boya Sun, and Matt Rockefeller. Random House. $12.99
(paperback).
5 Worlds, Book 2: The Cobalt Prince. By Mark Siegel, Alexis
Siegel, Xanthe Bouma, Boya Sun, and Matt Rockefeller. Random House. $12.99
(paperback).
5 Worlds, Book 3: The Red Maze. By Mark Siegel, Alexis
Siegel, Xanthe Bouma, Boya Sun, and Matt Rockefeller. Random House. $20.99
(hardcover).
Inventive despite its constant echoes of
other adventure stories, artistically consistent despite its collaborative
nature, and told at a pace that allows both for plenty of action and for plenty
of explanatory background, the 5 Worlds
series of graphic novels is one of the best uses of the form in recent years.
The novels are a true sequence, not standalone books: it is very difficult to
pick up the series anywhere but the beginning, since the second and third books
are continuations of the first with very little attempt to look back and fill
in prior events. But that is just fine, because readers who do start with The Sand Warrior will not want to stop
until they have gone through all three releases to date – and anyone who
happens to pick up The Cobalt Prince
or The Red Maze will soon realize
that there is a rich vein of fictional history without which the stories do not
coalesce very well, and will likely seek out the earlier volumes to understand
the foundations of the tale.
5
Worlds has echoes of innumerable fantasies set in the past and future, on
Earth or on alternative worlds or somewhere in space. Star Wars is a dominant feature, one among many. But present-day,
real-world ecological and economic elements also appear, lending a veneer of almost-realism
to some of the characters’ concerns. The three main characters will be
instantly recognizable to any fantasy fan as “unlikely hero” types: Oona Lee, goodhearted
but not-very-skillful student at a prominent school called the Sand Dancer
Academy, who does not remember her parents and whose older, apparently
more-talented sister fled the school before the story’s start, for reasons
unknown; An Tzu, a boy from the slums who knows how to trick and maneuver his
way around the oppressive society, and who has a mysterious illness that means
he will not live long; and Jax Amboy, a star athlete in a highly popular game
called Starball, who has plenty of fame but no emotional connections worthy of
the name – and who, it turns out, is not what he appears to be at all.
The world building here is also of a
familiar type: there are indeed five worlds, one of which dominated the others
until a long-ago war of independence that resulted in the colonies splitting
from the once-dominant Mother World. The worlds were settled by obscure, poorly
understood ancient figures called Felid Gods; that race vanished long ago, and
there are mysteries of all sorts attached to it. One of those involves five
giant beacons, one per world, built for no known reason and now dark after
having presumably been lit and important in some significant way in the dim
past. 5 Worlds is, at its simplest,
the story of the re-lighting of the beacons and of the three young people who –
against the feckless and often venal forces of their elders – make the
re-lighting possible.
This is not, in truth, an especially
inventive story arc, but the five creators of 5 Worlds handle it with very considerable skill that involves
characterization as much as action – often more so, in fact. The reason the
beacons need to be re-lit is that the worlds are overheating and becoming
uninhabitable – for now, by wild creatures, but soon for humans. Or so some people say: this is a political
universe (where politics has not advanced much beyond 21st-century
Earth norms), and the adults have their own agendas and their own
interpretations of what is going on. They also have a bizarre creature known as
the Mimic that is manipulating them, or some of them, further complicating
pretty much everything: this is a creature that is heartless, in fact literally heartless because of some of
the events in the books, but that nevertheless appears unstoppable and, like
all ultra-villains, is steadily growing in strength. The five worlds – Mon
Domani, Moon Yatta, Toki, Salassandra, and Grimbo (E) – have characteristic
colors associated with them and their beacons, and the re-lighting has to take
that into account to produce a sequence of white, red, blue, yellow, and green.
Why? Just because – although the reason may eventually be made clear. It is a characteristic
of 5 Worlds that the story’s
mysteries are pervasive but are not paraded for readers with portentousness:
there is a genuine feeling here that Oona Lee, An Tzu and Jax Amboy are
struggling to make sense of their quest even as readers are struggling along
with them. That is a real strength of 5
Worlds.
Another strength of the story is the clarity
with which it makes sociopolitical points, but without lecturing or hectoring. The
blue-skinned Toki, for example, are a servant class and deemed inferior – but
it is the Toki who start the events that lead to the quest of re-lighting, and
it turns out that Oona Lee is not of the dominant white-skinned class after
all, in one of many surprises and reversals in the story. As for Jax Amboy, he
is dark-skinned, but in his case the color is quite literally only skin-deep –
another way in which 5 Worlds makes
its point about heroic actions being the province of pretty much anyone and,
indeed, pretty much anything: an entire race of “vegetals,” for example, plays
a significant role, and its members can and do interbreed with
more-recognizable humans, producing “mixed-sap” people. The art and coloring in
these books is finely honed and always attractive, the background scenery
unusual enough to convey a sense of alienness throughout while allowing the
familiar elements of this extended quest story to come through clearly. 5 Worlds is a very considerable
achievement already, even though it is incomplete and has quite a few questions
still to be answered. Surely some of the murkiness will be clearer after the
appearance of the fourth book, which will be called The Amber Anthem. But equally surely, that will not be the end of
the 5 Worlds saga; and even when this
epic graphic-novel series does end, it will have left readers so immersed in
its skillful storytelling and highly attractive art that many will surely be
eager to return to the beginning and re-live the re-lighting all over again.
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