
The gargantuan Factory of Gleam is an ancient, hulking edifice of stone, metal and glass ruled over by chaste alchemists and astronomer priests.
As millennia have passed, the population has decreased, and now only the central district is fully inhabited and operational; the outskirts have been left for the wilderness to reclaim. This decaying, lawless zone is the Discard: the home of Wild Alan.
Clever, arrogant, and perpetually angry, Wild Alan is both loved and loathed by the Discard's misfits. He's convinced that the Gleam authorities were behind the disaster that killed his parents and his ambition is to prove it. But he's about to uncover more than he bargained for.
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Hot on the heels of three deeply discomfiting horror novels, Gleam marks the starts of a fantasy saga that's never better than when it harks back to Tom Fletcher's first fictions. It's burdened by a bland protagonist and a lacking opening act, but besides that, The Factory Trilogy is off to a tantalising start.
In large part that's due to the darkly wonderful world it introduces us to. Gleam is a devastated landscape equal parts Ambergris and Fallout 3, arranged around a truly hellish edifice:
His dreams of freedom come true too soon, in truth. In short order Alan offends an Assistant Alchemical Co-ordinator, who sends heavies to his house to remind our protagonist of his place in the Pyramid. In the aftermath, Marion asks Alan to leave—not because she no longer loves him, but for the sake of their son's safety.
She doesn't have to ask him twice. He packs a bag and skedaddles, to find that though life in the Discard is difficult, it's not as awful as the Pyramidders insist.
In large part that's due to the darkly wonderful world it introduces us to. Gleam is a devastated landscape equal parts Ambergris and Fallout 3, arranged around a truly hellish edifice:
From the centre rises the one structure that is not tarnished with extraneous growth, or overwhelmed with moss, or just rounded and worn by erosion. It's a vast, black, six-sided pyramid, separated from the rest of the chaos by a ring of ashen wasteland. The wasteland is the top of a hill, which slopes down into a darkness from which all the rest of the chaos emerges. This is the only visible ground in the whole place, and it's grey and dusty and somehow creepy. The pyramid itself, though, looks clean and new, and its edges are all sharp. (p.3)Alan has lived in this "knot of lies and rituals that referenced only each other and combined to mean less than nothing" (p.211) for twelve tedious years—long enough to meet and marry his wife, Marion, and father a boy by the name of Billy with her—but he doesn't belong here any more now than he did on the devastating day he was made welcome within its walls. "He'd never been a Pyramidder and he never would be. He still dreamed about Modest Mills; being able to run around outside. And not in some courtyard or garden, but the real outside—the Discard." (p.12)
His dreams of freedom come true too soon, in truth. In short order Alan offends an Assistant Alchemical Co-ordinator, who sends heavies to his house to remind our protagonist of his place in the Pyramid. In the aftermath, Marion asks Alan to leave—not because she no longer loves him, but for the sake of their son's safety.
She doesn't have to ask him twice. He packs a bag and skedaddles, to find that though life in the Discard is difficult, it's not as awful as the Pyramidders insist.