Political Revolution and Nautical Fantasy

Robin Hobb's Liveship Traders Series

Reviewed by Stephanie Dray

 

Hearkening back to the political and environmental challenges faced by the founding fathers of the American Revolution, Robin Hobb's Liveship Traders series tells a story of family grit and emerging nationhood that would be compelling even if it were lifted out of its fantasy setting.  That the story takes place within a magical world where ships come to life, sea-serpents terrorize the oceans, and enchanted trinkets of a lost Elderling race are regularly discovered, makes the story more than compelling--it makes it an extraordinary high fantasy saga.

 

The swashbuckling epic begins in Bingtown, where the oldest and most distinguished families were once hardy pioneers who braved the seas and settled the dangerous coast of Trader Bay to found a colony of Jamaillia.  In exchange for their bravery and the risks they took in taming the land, they were awarded grants and various trade monopolies that helped them to rise into the merchant nobility class.  Sailing on ships made of wizardwood, which ripen into sentient awareness, the Traders helped Bingtown become a thriving city featuring exotic trade and robust traditions.  But Bingtown's grants and privileges are being set aside by a corrupt new ruler in Jamaillia, pirating is becoming more prominent and more successful, sightings of the mysterious sea serpents are increasing, and slavery, though illegal in Bingtown, is flourishing.

 

Talk of revolution is in the air, and it is against the backdrop of this tumultuous political maelstrom that the story of the Vestrit family is told.  Their changing fortunes reflect those of all the other old trader families in Bingtown.  When the family patriarch dies upon the deck of the Vestrit liveship, the _Vivacia_ quickens to life in the midst of a family power struggle.  Althea Vestrit feels that the liveship is more than just a vessel; Althea considers the _Vivacia_ to be a living member of her family that she has bonded with for life.  So when the ship is given over to her brother-in-law to help bolster the family fortunes, Althea makes it her mission to get the ship back.  While Althea would do just about anything to serve aboard the _Vivacia_, her softhearted cousin Wintrow finds ship life to be a misery.  Plucked from the monastery and plunged into a life for which he is innately unsuited, Wintrow's misery is exacerbated when the family decides that it will use the liveship to engage in slave trading in order to pay off the family debts. 

 

The decision to trade in slaves catapults the Vestrit family into a tangled web of intrigue that involves the building of new nations, piracy on the high-seas, civil insurrection, liveships gone mad, and ancient discoveries about the sea serpents that may unleash a new race upon the world.  The first book, _Ship of Magic_, puts all of these plotlines on the table, luring the reader into the world and weaving magic into the story so subtly and seamlessly as to make the reader forget that she's reading a fantasy novel.  The second installment, _Mad Ship_, continues the relentless drive, adding more characters and more complications to the mix with such a fine touch that the stage never seems too crowded. 

 

Yet, in spite of the emphasis on a complex and driving plotline, Hobb doesn't give short shrift to characterization.  In fact, the development of diverse and fascinating characters may be one of her greatest strengths as an author.  Her heroes are deeply flawed, and her villains are extremely sympathetic.  For example, while the reader quickly comes to identify with the plight of Althea Vestrit, it soon becomes obvious that Althea had vastly overestimated herself, her rights, and the consequences to her family were she to have inherited the family liveship.  She often acts rashly and exacerbates her troubles with her own poor judgments.

 

Althea's love interest, Brashen Trell, is the disinherited scion of another Trader Family.  In spite of his worthy ambitions, his love for Althea, and his general good-hearted loyalty, Brashen is crass, self-pitying, and pedestrian.  Also, Brashen is so enamored of alcohol and pleasure drugs that it's easy to understand why he was disowned in the first place.  Althea's cousin Wintrow, a gentle religious prodigy, wins the reader's affection for his goodness.  But his flaws too, are immediately evident.  Gullible, timid, and ultimately a follower, Wintrow often struggles against his own weaknesses.  Sometimes he overcomes them; sometimes he doesn't.  Through his aimless malaise, the reader recognizes the reality of adolescent tumult portrayed vividly on the page. The Paragon is a liveship that is thought to be cursed; he is so petulant, dangerous and deranged that the reader loves him, but never trusts him for a moment.

 

However, it isn't merely her ability to give real flaws to her characters that make Hobb a master of characterization--it's her ability to transform.  Althea's mother, Ronica, first appears to be a bitterly selfish woman who ruins the life of her daughter for financial security.  But in this series, first impressions can be deceiving.  Ronica soon emerges as one of the major heroines of the story.  She may be too attached to the Old World and her traditions, and she may occasionally not see things clearly enough to make the best choices, but Ronica has true grit and stature. When asked why she's in a sour mood, Ronica unapologetically declares, "Because anything out of the ordinary rattles me, that's why."  And the reader pities Ronica, because everything in her world has become out of the ordinary.  Thus, she serves as a useful marker to show how much the political situation is changing Bingtown, and she often serves as the moral compass of the story.

 

Althea's cousin Malta is similarly presented to the reader so as to inspire such hatred for her that it's difficult to believe that Hobb could turn it around.  But turn it around she does.  The reader gets to watch Malta grow and blossom into an admirable young woman.  In truth, Hobb favors all of her female characters.  Her human females are stalwart survivors.  The _Ophelia_ is so affectionately meddlesome that it's difficult to remember that she's just a ship.  Even the villainous women are of a strong and self-reliant cast. 

 

But there is no character that Hobb favors more than she favors her pirate captain.  Hobb's Captain Kennit may be one of the most captivating villains of all times.  By allowing readers to be first exposed to the treacherous workings of Kennit's mind, and then allowing them to see him through the eyes of his many admirers, Hobb dares the reader to judge the pirate captain harshly.  This dare is made with a wink and a nudge, as if Hobb knows that her readers will find themselves making any excuse for Kennit's reprehensible behavior simply so that they can continue to root for him.

 

Make no mistake.  Captain Kennit is a bad man, and his villainy is not the forgivable kind.  But the reader never stops wanting to forgive him even in the face of his atrocities.  Because of that, some have accused Hobb of sending the wrong messages by so masterfully directing affection towards him.  However, most readers find the incongruity to be an unusual and guilty pleasure not found since, perhaps, Octavia Butler's _Wild Seed_.

 

The guilty pleasure of the series is enhanced by Hobb's general bravery as an author.  Too few authors will allow main characters, or even beloved minor characters, to die.  Even fewer will allow their characters to suffer debilitating losses.  Hobb isn't afraid to kill, but more, she isn't afraid to maim, disfigure, or transform.  This grim devotion to realistic consequences ensures that the reader cannot predict what will happen next, and can feel no security in the ultimate outcome of the story. 

 

_Ship of Destiny_, the finale to the series, is due out in paperback this November and the terrible secret of the liveships is finally revealed.  The once beguiling city of Bingtown is war torn and ravaged, three generations of Vestrit women fight for survival, and a once glorious species is at the brink of extinction.  All these plots tangle into a masterful tale that leaves the reader fond and wanting more.  As if to make up for the depressing ending of her previous Farseer Trilogy and the general glum realism of all of her works, Hobb does her best to give the series as happy a conclusion as she can.  She weaves all the various plots of the story into a climactic showdown between the _Paragon_ and the _Vivacia_ in which all the major mysteries of the series are answered. 

 

And while she seems to rush to the climax, the fact remains that the conclusion is satisfying.  She does leave the reader apprehensive about the future and the dawning of this new age.  For instance, the future of the Pirate Isles is far from settled. Furthermore, the ultimate consequences of some discoveries are left dangling.  Yet, it's the pacing of the series seems to be the most frequent complaint. 

 

While _Ship of Magic_ sets up an epic background, the tale seems at first to be focused on Althea.  As the series expands with _Mad Ship_, the lives and destinies of a host of other characters come to the fore.  While it's necessary to give each character a place on the stage in order to tell the sweeping political story, the occasionally jarring changes in point of view seem to minimize the roles of earlier characters as if Hobb became bored with them.  All of the major story arcs are neatly resolved by the end of the series, but the last book may have been too condensed and too neat.  Characters are saved or killed efficiently, and the outcome of the civil insurrection is summarized briefly.  The last book of the series is even noticeably shorter in length than the other two and certain characters remain enigmatic.  In fact, the character of Amber only makes sense if one has read Hobb's earlier books, set in the same world.

 

_Ship of Destiny_ makes some rather startling revelations, and the reader hungers to see the natural and psychological implications of these revelations upon the characters.  But it seems that Hobb doesn't have time to explore those psychological ramifications because she has so many loose ends to tie up all at once.  Perhaps if she'd resolved each plot point in a separate scene, it might have been an even more decadent read.  But these complaints are minor, and in light of the overall impression the story makes, the books are well-worth reading and deserving of the overwhelming praise they have received. 

 

Hobb has truly earned the reverential comparisons to past and present masters that have emerged from the fantasy community. By the end of the series, readers will be loathe to part company with these characters.  Hobb has also left herself a few openings to return to them if she likes. Because the world is rich and the Liveship Trader series as a whole is so magical, the reader is left hoping she does so soon.

 

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Stephanie Dray is a lawyer-turned-writer.  She also runs an Internet game that is based upon her novel-in-progress, _Firan Heroes_.  For more about this free text-based roleplaying game, see www.legendary.org/~firan.