YOU FIND YOURSELF IN A MAZE FULL OF TWISTY PASSAGES…
Literature professor Dr. Addie Cox is living a happy, if sheltered, life in her ivory tower when Harris Lang, the famously eccentric billionaire tech genius, offers her an unusual job. He wants her to guide a mercenary strike team sent to infiltrate his island retreat off the northwest coast of the United States. Addie is puzzled by her role on the mission until she understands what Lang has built: Insula Mirabilis, an isolated resort where tourists will one day pay big bucks for a convincing, high-tech-powered fantasy-world experience, complete with dragons, unicorns, and, yes, magic.
Unfortunately, one of the island’s employees has gone rogue and activated an invisible force shield that has cut off all outside communication. A Coast Guard cutter attempting to pass through the shield has been destroyed. Suspicion rests on Dominic Brand, the project’s head designer— and Addie Cox’s ex-boyfriend. Lang has tasked Addie and the mercenary team with taking back control of the island at any cost.
But Addie is wrestling demons of her own—and not the fantastical kind. Now, she must navigate the deadly traps of Insula Mirabilis as well as her own past trauma. And no d20, however lucky, can help Addie make this saving throw.
To understand the basic premise of Questland, it’s helpful to refer back to Arthur C. Clarke’s famous statement, explicitly referred to in this book:
“Any sufficiently advanced technology is indistinguishable from magic.”
Questland is contemporary fiction, but with technology and fantasy as its underlying themes. In Questland, Professor Addie Cox, an expert in comparative literature with a focus on mythology and fantasy, is approached by tech billionaire Harris Lang with a proposition: Help him reclaim control of his top-secret project, which has been hijacked (supposedly) by his underlings.
The project is a fantasy island in the truest sense of the words: Think Jurassic Park, but instead of T-Rex and velociraptors, insert wizards, goblins, elves, and archers. Insula Mirabilis is conceived of as a fantasy vacation resort, where hardcore gamers and fantasy geeks can immerse themselves in a world in which magic appears to be real. Thanks, of course, to the sufficiently advanced technology to pull it all off.
But Insula Mirabilis seems to have cut off all access and communication with the outside world, and Lang wants it back. Addie is sent to infiltrate the island along with a small band of mercenaries. Addie’s gaming/fantasy brain immediately recognizes her role in all this — their group may have a Cleric and a Ranger, but she’s clearly the Bard.
Her unique knowledge and experience in fantasy worlds quickly becomes important, as the team encounters a Sphinx, a maze, and all sorts of dangerous riddles and traps. Worryingly, the fail-safes for the fantasy elements seem to be turned off — so yes, those arrows and stunners and spider claws can do real damage, and worse.
Addie also carries with her very significant baggage. As a teen, she survived a school shooting, but watched her two closest friends die. Fantasy worlds and gaming became a sort of refuge for Addie:
All I’d ever wanted to do was escape. No, that wasn’t true. All I wanted was for what happened to mean something. Stories meant something, and real life… didn’t.
The plotline of Questland follows Addie and her team’s journey across the island, from the realms of dwarves to the magical and beautiful realm of elves, with random weird encounters with animal villages, Robin Hood and his Merry Men, unicorns, wargs, and more. It’s all so real — but Addie knows it’s not.
My feelings on Questland are mixed. First, delight — who wouldn’t want to inhabit a real-feeling world that incorporates every fantasy element you could possibly desire? It sounds too good to be true, and of course, none of it really is true. For all the mead and antlers and fairy lights, there’s a backroom filled with computers and controllers and transmitters. It may feel like entering a fantasy world, but the ancient stone castle is 3D-printed.
Beyond the delight of the concept, I was often frustrated by the quest itself. The overarching plotline about the corporate takeover veers between being overly complicated and just not very rational. So one faction seizes control of the island — and then everyone there just stays there, wearing costumes and acting as if they live inside the fantasy? To what end, ultimately? If Addie’s team hadn’t arrived, how long would this have gone on?
Still, it’s fun to see Addie use her wits and her geek sensibilities to outsmart the traps and puzzles of the island, getting to be heroic while those around her want to view her as a damsel to be shielded. I wish Addie’s backstory had been even more fleshed out — the pieces dealing with her PTSD and the lingering trauma of her past are sensitively depicted and quite moving.
Never having played D&D or other fantasy-based games or RPGs myself, perhaps I wasn’t quite primed to be the perfect audience for Questland, although I did appreciate how seriously Addie and the island characters take Harry Potter, the Tolkien masterpieces, Narnia, Labyrinth, and more. These aren’t presented in the wink-wink pop culture cool way of many contemporary novels that want to show their characters’ geek cred — instead, in Questland, knowledge of modern fantasy epics is as foundational as a knowledge of Gilgamesh and the Odyssey.
Overall, I enjoyed Questland, but got bored at points with the quest elements. And yet, it’s never a bad thing to see geek culture front and center, being celebrated for all its complexity and wonder. As Addie explains:
I’m not sure any of them really understand — it’s not the stuff. It’s not the magic, the unicorns, the rings. All that’s just things. Fantasy is about what you can’t patent. Honor and heroism and… and… hope.
And as the author says in the end notes:
It’s not just about the sufficiently advanced technology that appears to make magic possible. It’s about a culture hungry for worlds and stories filled with magic. That embraces a sense of wonder instead of being suspicious of it.
If you’re a fan of magical worlds, and especially if you’ve grown up immersing yourself in games and movies that transport you into those worlds, do check out Questland.