Inside a small Yorkshire parsonage, Charlotte, Branwell, Emily, and Anne Brontë have invented a game called Glass Town, where their toy soldiers fight Napoleon and no one dies. This make-believe land helps the four escape from a harsh reality: Charlotte and Emily are being sent away to a dangerous boarding school, a school they might not return from. But on this Beastliest Day, the day Anne and Branwell walk their sisters to the train station, something incredible happens: the train whisks them all away to a real Glass Town, and the children trade the moors for a wonderland all their own.
This is their Glass Town, exactly like they envisioned it... almost. They certainly never gave Napoleon a fire-breathing porcelain rooster instead of a horse. And their soldiers can die; wars are fought over the potion that raises the dead, a potion Anne would very much like to bring back to England. But when Anne and Branwell are kidnapped, Charlotte and Emily must find a way to save their siblings. Can two English girls stand against Napoleon’s armies, especially now that he has a new weapon from the real world? And if he escapes Glass Town, will England ever be safe again?
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Having brought The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making all the way home with the fabulous final volume of said series last year, Catherynne M. Valente is back with another magical middle-grade fantasy primed to delight younger and older readers alike.
The Glass Town Game takes its name from what is initially a bit of whimsy: a make-believe battle between twelve toy soldiers and whatever creeping evil its creative wee heroes conceive. Charlotte, Branwell, Emily and Anne are all itty bitty Brontës, but together, if you please, you can call them the Bees. And when the Bees wish to escape the weight of the world—a world in which they've already lost their beloved mother and two of their sisters who got sick at School—they take to the room at the top of the stairs of their upstanding father's parsonage:
"Though School had already devoured two of them, Papa was determined that his daughters should be educated. So that they could go into service, he said, so that they could become governesses, and produce an income of their own." (p.18) This was not so deplorable a goal in the early nineteenth century of the Brontës' upbringing, but none of the Bees—excepting perhaps Branwell, the lone boy of the bunch—have anything nice to say about the Beastliest Day. Indeed, they dread it—not because it may be the death of them, as it was for Maria and Lizzie, their much-missed big sisters, but because it shall surely signal the last gasp of Glass Town.
As it happens, however, there's one last adventure for the girls (and the bully of a boy they sometimes feel they've been burdened with) to have in the realm they created in the room at the top of the stairs, and it promises to be an adventure like none other—an adventure that beggars belief, even.
The Glass Town Game takes its name from what is initially a bit of whimsy: a make-believe battle between twelve toy soldiers and whatever creeping evil its creative wee heroes conceive. Charlotte, Branwell, Emily and Anne are all itty bitty Brontës, but together, if you please, you can call them the Bees. And when the Bees wish to escape the weight of the world—a world in which they've already lost their beloved mother and two of their sisters who got sick at School—they take to the room at the top of the stairs of their upstanding father's parsonage:
It was hardly more than a drafty white closet, nestled like a secret between Papa's room and Aunt Elizabeth's. But the four children ruled over it as their sovereign kingdom. They decreed, once and for all, that no person taller than a hat-stand could disturb their territory, on penalty of not being spoken to for a week. (p.6)At play, the Bees are at least at peace, but when The Glass Town Game begins, the Beastliest Day—the day when Charlotte and Emily are to be sent away—is almost upon them.
"Though School had already devoured two of them, Papa was determined that his daughters should be educated. So that they could go into service, he said, so that they could become governesses, and produce an income of their own." (p.18) This was not so deplorable a goal in the early nineteenth century of the Brontës' upbringing, but none of the Bees—excepting perhaps Branwell, the lone boy of the bunch—have anything nice to say about the Beastliest Day. Indeed, they dread it—not because it may be the death of them, as it was for Maria and Lizzie, their much-missed big sisters, but because it shall surely signal the last gasp of Glass Town.
As it happens, however, there's one last adventure for the girls (and the bully of a boy they sometimes feel they've been burdened with) to have in the realm they created in the room at the top of the stairs, and it promises to be an adventure like none other—an adventure that beggars belief, even.