Dusk

By Tim Lebbon
2006
386 pp
Bantam Spectra

The Premise

Magic has been absent from the land of Noreela for almost 300 years. In that time, the land has visibly decayed into a dangerous, barely hospitable place. Civilization has declined into lawlessness, apathy, and stagnation. Trade between cities has all but ceased. Innovation and learning have been replaced by mythology, superstition, and stories of what once was. People have forgotten hope amidst the ceaseless toil for survival. For many, the future holds only death – for both themselves, and the land that once sustained them.

Then Magic reappears, and its presence promises to change the known world, whether for good – or evil.


In Review

Tim Lebbon's first entry into the Fantasy genre has some intriguing ideas that caused my mind to run with the implications. There were creatures that I wanted to learn more about, and places I looked forward to seeing. This barrage of weird fauna and geography was by far the motive force that kept me reading. Noreela is entirely a creation of Lebbon's imaginative powers and storytelling craft, and it is anything but a return to the usual stomping grounds that pervade the genre. There are no elves, dwarves, orcs, magic tree people, castles, knights, dragons or the like. This is not Tolkien or Dungeons and Dragons or any one of those other worlds that informs a number of imitators and sequels. It is a Fantasy in terms of its setting, and this setting is newly born from the first page.

This world is also dangerous, and untrustworthy. Numerous predators roam throughout, and their diversity is matched by the many dangers they pose to the unwary traveler; a tumbler will pierce you with its barbs, while a skull raven will peck at your cranium until it unearths the stuff of dreams. Geography is not fixed, but fickle; paths will exist on one leg of a journey, only to vanish days later. In some parts of continent, steam vents appear without warning, jetting hot gases that kill instantly; miles away, tiny holes pop open and literally swallow everything for miles before pinching close.

Lebbon has not created a pastoral portal for chivalrous deeds or magical events, he has built a landscape of nightmares. It's a wonder people can live and raise families at all. The land feels more like a rugged frontier that has barely witnessed the arrival and settling of humanity, as opposed to the cradle of civilization that it purportedly was. It is only through extant cities and the bitter commentary of its citizens that we learn of these better days, and the violence that extinguished them.

What this amounts to is an oppressive tone, punctuated by violence, poverty, and decadence. The world Lebbon has concocted is dying, and the people who live in it are following its decline. Lawlessness and general cruelty abound, while the people forget their history, and give in to a narrow-mindedness that is bound by harsh acts and grim truths. Government is only mentioned by a few characters, and never seen in figure or force. Along with this disintegration, there is a scarcity of joy and happiness in Noreelan culture; humor is rare, and lightheartedness more associated with drugs and alcohol than anything else. This is not a place that begs for a visit.

The realism that Lebbon cultivates in the setting also applies to the heroes. They do fit some of the standard D and D types – thief, witch, warrior, etc – and their individual talents are utilized like tools in a chest. But don't expect humorous camaraderie and winning wit and repartee, nor any zeal for all that is Good in the world. These heroes bicker, scheme, and wonder who can be trusted. Each character must balance a desire to do right by their conscience, and more selfish impulses. They may be united by a common goal, but they are still strangers in a life-threatening situation. When the Death is staring you in the face, who would you want at your side: a close companion – or a stranger?

Between the dangerous countryside, and numerous enemies with fearsome abilities, the heroes are pressed with a difficult task indeed. The majority of the novel is one, extended chase scene, and there were times when I doubted the fate of the heroes. The one thing in their favor is Magic, and even this power is fickle on the threshold of its return. Unfortunately, this does not stop the Magic from acting in their favor when all seems lost, a fact that results in a few instances of deus ex machina. This detracted from the impact of Magic's reappearance, and dulled some of the surprise brought on by the strange setting.

Dusk has already been classified as a Fantasy novel, but as I've alluded to thus far, Lebbon does more than repeat genre conventions. Noreela is a bizarre, alien place, and Lebbon introduces new fauna and geography at a pace that would suit China Mieville. The climax is violent, rapid, and capped with a scene that is so unexpected, it will rock your gut. It also casts the forthcoming sequel into an uncertain light that I find appealing. Between this, and the numerous places and people that have only been referenced, it appears that Lebbon has a lot more to tell.

Though I did find the darker tone of this tale overbearing at times, I look forward to the publication of Dawn in April of next year. Hopefully, Lebbon will further explore his world, and share some of the mysteries he has teased us with.

5/18/06 ; revised on 8/20/06