We last left Dido Twite in South America, about to finally sail back home to England. But Dido is finding out that things don’t always go to plan when she sets off on her voyages. She had been shipwrecked in the North Sea, transported whilst in a coma via Cape Horn to north of Alaska, thence to New England. With the promise of a return to England her passage was diverted to the east coast of South America. And now, surely, she must be deserving of that homecoming? No, for now she finds herself heading to the Spice Islands in the South Pacific!
Joan Aiken: Limbo Lodge
(Dangerous Games in the US)
Red Fox 2004 (1999)
On the back cover of my edition of Limbo Lodge is a quote from Philip Pullman:
What I relish in particular is the swiftness of the telling, the vigour with which brilliant moments of perception seem to be improvised in the sheer delight of the onward rush of the story. Joan Aiken is a marvel.
This adulatory comment (said to be from The Guardian) is cited everywhere online but I can’t discover if it’s actually part of his review for this particular book. It’s certainly true of Limbo Lodge, as for all of the Wolves Chronicles, but for me what stands out most is how much rich detail Aiken includes, and how many corridors leading off from the main narrative avenue just beg to be explored. For example, board games are everywhere, a metaphor for the moves that Dido Twite and her companions have to constantly make if they are not to lose their lives. Twists of fate, as illustrated by the Tarot, can also determine outcomes. There are stern critiques of misogyny, racism and colonialism, not unexpectedly, but also parallels with Shakespeare’s late play The Tempest, whether consciously introduced or not is hard to decide. And — given that Arthurian themes pervaded The Stolen Lake, the title that chronologically precedes Limbo Lodge — there are faint echoes here too of the Once and Future King in Aiken’s tale, of the medieval sin of accidie and of restoration.
But Pullman’s description of swift storytelling and the spontaneous vigour shown in brilliant moments of perception is spot on, strengths which lead one to first rush down that corridor, leaving the side passages to explore in a later rereading.
Joan Aiken’s Limbo Lodge (1998) is one of the most detailed of the Wolves Chronicles to date, certainly in terms of the chronicles’ internal chronology if not their writing history. I have copious notes taken over the years on the characters, on the Aratu language, on board games around the world, on the novel’s timeline and on its literary connections. Here I want to talk about the geography of the fictional island of Aratu, on Joan’s possible inspirations for it and why she may have set her story in this part of the southern Pacific.
In Joan Aiken’s Limbo Lodge we meet with a number of individuals who haven’t appeared elsewhere in the Wolves Chronicles. Joan (see, we’re all on first-name terms!) is adept at making these individuals distinctive so that we don’t get too confused as to who’s who on the island of Aratu. Linking it all together is of course Dido Twite, whom we first encountered as an 9-year-old London urchin in Black Hearts in Battersea but who now dresses as a young sailor lad after more than two years at sea.
Here follows a prosopography of the main named characters in the novel, a sort of index raisonné in which I try to account for Joan’s choices for her dramatis personae. Remember, look away now if you don’t want massive plot spoilers revealed!
There’s too much blame mysterious about this island.
— Dido’s observation in chapter 6
This is another post in the series giving the background to one of Joan Aiken’s Wolves Chronicles, Limbo Lodge. This instalment focuses on the islanders of Aratu, the island that Dido finds so full of mysteries. I can’t help being reminded of some of the issues that are raised in novels like Ursula Le Guin’s The Word for World is Forest and Alison Croggon’s The River and the Book, issues about land exploitation and deforestation and the effects they have on local populations and ways of life. In Limbo Lodge we sense there may be some rapprochement between communities towards the end, a rapprochement that sadly doesn’t seem to be common in our own world.
Games, thought Dido, they sure cause a lot of trouble.
— Limbo Lodge, chapter 8
Joan Aiken’s 1999 novel Limbo Lodge was entitled Dangerous Games in the 1998 US edition, and this gives us one clue for a singular way to approach this instalment in the Wolves Chronicles. In the novel Lord Herodsfoot is James III’s roving ambassador on the hunt for new and entertaining games, but as well as the games that get mentions in these pages there is the game that is life-or-death, the winning of which Dido Twite and her companions must clinch. It could be argued that Joan Aiken fashions Limbo Lodge as a board game metaphor, with Aratu as the board and individuals as pieces. Is it possible to justify this?