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Gleeman's Tales
Gnochi Gleeman is not like other entertainers. Because of his expansive knowledge of pre-apocalyptic Earth, the stories he tells are valued well beyond the flashes of an illuminator, or the spheres of a juggler. Gnochi spent the first decade of his career telling stories while traveling between taverns, inns, and any hole-in-the-wall which would feed him. Cleo, a young teen from across the ocean, flees from her chaperone into the woods of an unknown land. During her first months journeying through eastern Lyrinth, she discovers something life-changing about herself. With that discovery comes the knowledge that her life is in grave danger. Despite a love for the open road and a thrill for telling new audiences about the lost age, Gnochi chooses to retire and focus on curating his family’s hidden library of first-age texts. But the fates would not grant Gnochi the boon of a peaceful retirement. Not long after settling down, he learns that his sister and niece have been kidnapped, and in order to free them, he must assassinate the land’s ruling monarch. On the path to murder, Gnochi runs into Cleo and the unlikely duo seek safe passage to Lyrinth’s capital among the dilapidated tents of a traveling menagerie. All the while, people across the world are beginning to prepare for the once-in-a-decade winteryear. These winteryears, one of the echoes of the first age still present in the current world, have been ravaging the Earth since it awoke from its eternal winter and recovered from its near destruction thousands of years ago. Will proper preparations be taken before the Earth is blanketed in its yearlong snow?
Reviews
Kirkus Reviews

n the first part of Travagline’s debut SF duology, an itinerant entertainer in a post-apocalyptic, dark-age future keeps memories of the old world alive through storytelling.

About 1,000 years ago, an atomic world war broke out, creating recurring, yearslong nuclear winters around the globe. Civilization, of sorts, has made a slow, painful return, and regional warlords, kings, and guilds compete ruthlessly for power. In the land of Lyrinth in what used to be part of North America, Gnochi Gleeman is an “entertainer,” wandering from place to place, telling his tales of the “first age” world and its achievements. The vagrant guitarist with failing vision may seem unimpressive, but Gleeman is actually an accomplished blade fighter and schemer—a requirement for self-defense, as fanatic “Luddites,” opposed to the progress that brought ruin to mankind, are also a danger to him. But currently, Gleeman has greater concerns. He’s been forced to undertake a mission of treachery and assassination by a man named Jackal, who had his family kidnapped. A complication arises when Cleo, the runaway teenage daughter of an aristocrat, impulsively joins Gleeman, and he doesn’t have the will to force her away. Together, they find tenuous shelter with a “menagerie”—a traveling circus that’s actually a kind of mobile commando unit in disguise. Travagline effectively keeps a lot of subterfuge under wraps and embeds key plot points in flashbacks; moreover, readers get an anthology of Gleeman’s titular tales that are woven into the tapestry of the larger narrative. They include everything from a sort of experimental-theater playlet (“God is a Dinosaur”) to a Civil War spin on Frank R. Stockton’s classic 1882 story “The Lady, or the Tiger?” to a World War II alternate-history tale in which Nazis gain an advantage in 1941. These lengthy asides do push the main plotline to the margins, and other elements, including magic, spirit animals, and psychic phenomena, intrude into Gleeman’s world, leaving a rather peculiar taste; readers may wonder: Was that really a talking white wolf or a piece of one of Aesop’s—or rather Gleeman’s—fables? The finale provides a cliffhanger that virtually severs the story in two.

A dense, knotty SF tale set in an age of neo-barbarism.

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