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The Secret Country (1985)

par Pamela Dean

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Séries: Secret Country (1)

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The first two volumes in Dean's classic fantasy trilogy--featuring five cousins whose imaginary world they call "The Secret Country" becomes real--are available once again in these mass market-sized paperbacks.
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Affichage de 1-5 de 22 (suivant | tout afficher)
A series I enjoyed, with quite good characterisation, and the intriguing idea that a complex game acted out by children becomes 'real' and they then have to bluff it out and try to second guess what will happen as it doesn't always stick to the plot of their game. ( )
  kitsune_reader | Nov 23, 2023 |
I'm sorry. I think I'm the only person on earth who didn't like this book, but I hated it. I only finished it, because I was reading it for a book challenge. Otherwise I would have given up way before I ever finished it.

I wasn't attached to any of the characters. It felt like a Narnia with kids who just bickered and sniped the entire time and never agreed on anything. Patrick was Edmund, but without the outright betrayal. Laura was obviously Lucy. Ted was noticeably Peter. Ruth and Ellen were the leftovers, and must therefore be Susan. Okay, those two and Susan weren't as obvious. But, yeah, it was pretty much an easy match up with the others.

Laura was over the top "Bella Swan" klutzy. Ruth was always shouting at people, or slapping them, or threatening to slap/kill/whatever them. Patrick was simply a smarmy smarty pants who didn't seem to get on with anyone else. And, Ted couldn't decide who he was or what he wanted.

I wanted to get attached to Randolf, or Fence, or Laura...someone, anyone. I didn't. It was simply painful and I read 3 other books during the process to break it into tinier, more manageable chunks of misery.

Everyone else I know who read this book loved it. If you're into this sort of thing, by all means; give it a try. I, however, hated it and cannot recommend it. ( )
  Amelia1989 | Jun 10, 2019 |
OMG so awesome. Two siblings and their three cousins fall through a hedge into a magical realm—one they used to pretend was real. Like a non-preachy version of Narnia, but with better characterization and a more intriguing framing device. In fact, each and every character is well-rounded and interesting—I go the feeling that any one of them could carry a story of their own. ( )
  wealhtheowwylfing | Feb 29, 2016 |
When I was younger I read this book, unaware it was a trilogy. I was disappointed and bewildered by the ending, which left the plot completely unresolved, and since this was before the handy help of the Internet was available, I unwillingly left it a mystery. Years later, I found the whole trilogy in a book store where I worked, and now I am rereading this book so I can read the next two and finally learn the end of the story.

The Secret Country begins with five cousins playing a game. They call it the Secret. In the Secret, they created a fantasy world of wizards, unicorns, and court intrigue. They each have a character that is a prince or princess in the land, although they play other parts as need demands. The main point of the game is in acting out important scenes from the story they created, either in the role of their own characters, or assuming the persona of other important persons in the kingdom and the story. Each summer they act out the same major scenes over and over again, seeking to get it just right. They also create alphabets and spells, discuss the history of their secret country, elaborate on the characters and backgrounds of the inhabitants, describe the buildings and different settings for events, and write everything down.

At the beginning of the book, the cousins are enjoying their game for what could be the last time. Ruth, Ellen, and Patrick are moving with their parents to Australia, meaning Ted and Laura will have no way to meet them the next summer to resume their adventure. After their parting, the story jumps forward a year, to the next summer. Ted and Laura are with their cousins again, but the wrong ones; their parents have gone to Australia to visit with Ruth's family, but they left Ted and Laura with other family members in the states. The kids are not happy about it. One day, after escaping to the local library, they spot an unusual house that reminds them of the Secret Country. They crawl under the hedge around the house, and Laura cuts her knee open on an ornate sword hidden in the branches. When they try to leave the creepy house, crawling back under the hedge but holding on to the sword, they don't emerge into Philadelphia. They are in open country, strange and yet oddly familiar. When they find Ruth, Patrick, and Ellen across the river, with their own secret sword found in Australia, the five cousins discover that they have stumbled into the land of their imagined game, somehow real and tangible.

A new game commences, both terrifying and exhilirating. The children discover that they have arrived in their imaginary land at the moment when their regularly enacted scenes began. Yet while they recognize people and places, they are disconcerted by the changes. Some details line up exactly, and others are different from what any of them imagined. And while they enjoy the adventure of actually living their story, the bad parts are coming up: Randolph is going to kill the king, Ted's father, and Ted will have to challenge Randolph to a duel and kill him. If they disappear or act out of character, however, the people of the Secret Country will be suspicious. Also, they are still kids, meaning they have to answer to the demands of the adults around them.

They partake in events around them, relying on their memory of how scenes transpired in the game to guide their behavior and even their dialogue. When no one notices, they sneak around the castle, trying to figure out what exactly is going on. Patrick maintains that they are experiencing a mass dream or hallucination, but Ted and Ruth believe it is all real. They use their background knowledge to find Shan's ring and cast a spell to prevent time from passing back in the real world. After the exhilirating unicorn hunt, they decide to try another spell to alter this familiar yet strange world, thinking that maybe they can still control the game if they make formal decisions together. Using this method, they attempt to alter the bad parts of their adventure so that Randolph never even kills the king. With renewed hope, they head back to the castle, ready to resume their roles in this alluring world.

The story feels familiar - characters suddenly finding themselves drawn into a fantasy world they always thought was just a story. Yet it is done well, with a concrete portrayal of setting and character that imbues the story with a genuine quality that sets it apart. All five children are individual personalities, with solid characterization and differentiation, even though Ted and Laurie are the two protagonists whose thoughts we typically see. Juggling so many characters well is an accomplishment. In addition, the surrounding characters, from Randolph to Fence, are themselves intriguing. The world is dense. It has the feeling of a place with history and back story, letting the reader knowing she is only seeing a small window of all there is to see. The plot within the world is basic but classic, but set against the broader story of five children transported from another world, it becomes much more complicated and intense. Then there is the mystery of why everything is slightly off, and what is actually happening - did they create the world with their game and then fall into it, or did the world already exist and somehow guide their play? With these elements organically bound together in an entertaining and fast-paced read, this book is quite compelling. The ending is abrupt, and it is clear that the reader must complete the whole trilogy to find closure, but considering the quality of this initial book, I have every intention of finishing the series. ( )
2 voter nmhale | May 16, 2015 |
This is the first book in a fantasy series from the 1980s, which features a group of children who have invented an elaborate game of magic and intrigue set in a realm called The Secret Country. Although they're quite certain they made the whole thing up, one day they find themselves transported to that world, which sure looks surprisingly real.

I have such mixed feelings about this book. For much of it, I honestly couldn't decide whether I liked it or disliked it. It does have a good premise, and Dean does some interesting things with the idea, including a lot of really thoughtful and clever touches. And there is the core of a decent plot, although it takes about half the book to get going, and doesn't really get very far before this volume is over. (It should, by the way, be noted that this is definitely not a self-contained story. Which is OK; I had a strong suspicion that it wouldn't be. Still, when I am in charge of the world, there is going to be an unbreakable rule stating that any novel that effectively ends in a "to be continued" must say so in clearly visible letters on the front cover.) Also, I don't know whether this was originally marketed for kids or adults, but it does read very much like a book for adults, with none of the clunky, simplistic writing you sometimes get in kids' stories.

But, while it does get better as it goes along, I had a lot of trouble getting into it. The biggest problem, I think, is that it jumps into the fantasy realm entirely too soon. We don't get to really know these characters or get a good sense of what their game or their invented world is like before we're abruptly plunged into it. And, while the characters themselves are a little off-balance at all the things they find surprising and unexpected, at least they knew and understood (and cared about!) things a lot more than I did going in. It honestly felt like the book was missing some important introductory chapters. On top of which, Dean often seems to avoid describing things too closely, or to write in a somewhat subtle and oblique kind of way. There's nothing inherently wrong with that, but put these two things together and for far too much of the book, I felt very much like an estranged outsider, looking in at the story through a slightly smudgy glass.

Also, for reasons I can't really put my finger on, I found the Shakespeare-style dialog the fantasy characters use strangely irritating. Also strange and irritating is the fact that, while the kids occasionally complain that those characters are hard to understand, when they're doing their playacting for their game, they somehow manage to declaim the same kind of dialog flawlessly. It's possible, I suppose, that there will turn out to be a plot reason for that, although I kind of doubt it. The fact that these children all seem to be intimately and inexplicably familiar with Shakespeare -- they even quote him a lot -- makes me think that this is a case of the author projecting her own interests a little too enthusiastically onto her characters.

Still. For all my complaints, I am just interested enough in this that I'm planning to continue with the series at some point. (If for no other reason than that I already have a copy of the fourth book. Although I think that's actually a separate, but related story.) I'm not exactly chomping at the bit to get to it, though. ( )
1 voter bragan | Feb 16, 2014 |
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Nom de l'auteurRôleType d'auteurŒuvre ?Statut
Pamela Deanauteur principaltoutes les éditionscalculé
Stone, SteveArtiste de la couvertureauteur secondairequelques éditionsconfirmé
Wilson, DawnArtiste de la couvertureauteur secondairequelques éditionsconfirmé

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For my mother, Mary Ann Dean, who let me read when I should have been outside playing softball
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Edward Fairchild, Prince of the Enchanted Forest, Lord of the Desert's Edge, Friend to the Unicorns, and King of the Secret Country, wished he were somewhere else.
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The first two volumes in Dean's classic fantasy trilogy--featuring five cousins whose imaginary world they call "The Secret Country" becomes real--are available once again in these mass market-sized paperbacks.

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