bloodygranuaile: (oh noes)
[personal profile] bloodygranuaile
Catherynne M. Valente was the Guest of Honor at this year's Readercon, so, although I was trying to be frugal, I just had to get one of her books -- signed, preferably. I've only read two of her other novels and a few short stories, but that's enough to know that she's an absolutely genius storyteller. Her work varies pretty widely in tone and theme, but it's always dense with allusions and myth and the prose is so gorgeous and vivid it makes you want to read it out loud to somebody.

Speak Easy jumped out at me because of its gorgeous cover, which I know you shouldn't judge a book by, but sometimes I do a bit anyway, because that's how book marketing is supposed to work. The Roaring Twenties party vibe is pretty evident right from the get-go, with the font and the art style depicting a short-haired lady smoking a cigarette in front of a pelican what looks like a busy scene of other partying folk, all framed inside a fancy keyhole like the reader is spying on them. It's a pretty perfect representation of the story inside, which is a lushly written novella about the folks living in the magical Hotel Artemesia, loosely adapted from the fairy tale about the twelve dancing princesses (and also referencing it several times), providing a fictional backstory to the tragic marriage of Zelda and F. Scott Fitzgerald.

Our main character is the mysterious Zelda Fair, who came to New York to find out what she is good at, and while everyone else thinks she's perfectly excellent at being Zelda, she's not contented with that. Nearly everyone else at the Hotel Artemesia has a role, sometimes many of them, and Zelda's so far seems to be to turn heads and show up at parties and try a different job every week until she finds the right one. She lives in an apartment in the hotel with three other girls: a dancer, a theater critic, and a costume seamstress. Several of the men in the hotel fancy they're going to marry her, and they're all wrong, at least right up until the end.

Much of this book is an ode to partying -- to dancing and drinking and dressing up and doing outrageous things and meeting outrageous people, and generally to the power of letting loose and having a good time. But it's not shallow at all, and it's not so much that beneath all the dancing on tables and wearing shiny dresses there runs a desire to be seen and to be loved and to create and to be good at things, but that it's all intimately bound up with it. Zelda has some pretty important things to say about the joys of talking when she's sitting around in a silver dress in a bathtub full of gin, eavesdropping on the other partygoers. And Frankie Key ruins the last party in "Canada" (spoiler: it's not Canada) the same way he ruins Zelda's life: by being grasping and entitled and ruining what he loves by holding onto it so hard it breaks, because he's controlling like that even though he seemed so nice at the beginning, just wanting to be good at something just like everyone else did, but he couldn't leave well enough alone when he finally descended into the wintery underground forever-party that belonged to the master of the Hotel Artemesia, a cheerfully awful godlike type of being called, among other things, Al.

The plot seems to get off to a slow and vague start, with a fairly large cast of characters for such a tiny book, but by the time the whole web of drives and desires and attempts at escapism all come together at the end of the story in a deadly, supernatural poker game, it turns out it was all being set up right at the beginning.

I did not know when I picked up this book that the climactic event of the story was going to be a poker game, since I actually read this to take a break from just reading poker books all year, but I was pretty delighted. The game is called Cretaceous Hold'em, which is pretty hilarious to me, and from what I can tell of the gameplay it does seem to be probably a version of five-card draw rather than a hold'em-style game, but that's Al for you. They don't play with chips, instead betting trinkets and personal items that represent bits of their lives. Frankie essentially wins Zelda in the poker game when he wins all her stuff, including her creativity, because in real life F. Scott Fitzgerald basically stole a bunch of Zelda's writing to use in his own novels and then locked her up in a sanatorium.

I do think the absolute best thing about this book is the language, by turns sumptuous and hilarious, and often both. My favorite line in the whole thing is when Frankie is described as not having "the smooth God gave a porcupine," which is something that I will probably find myself using to insult actual people sooner or later. Basically the whole book is like that. If you don't like paying a lot of attention to the actual words on the page you'll probably despise the book, but if you like to roll around in ridiculous '20s slang and steal new ways to insult people from writers smarter and more creative than yourself, like I do, then it's just about the best thing you could read.

The book cost me $40 because it's a signed special edition, number 890 of a run of 1250, with a special flyleaf framing Valente's signature in a purple keyhole so that it doesn't have to go on the title page like when a regular book is signed. It was well worth the $40, as short as it is, because the physical book is a work of art just as much as the words inside.

My only criticism is that it feels vaguely wrong to read it without an adult beverage in hand, and I really just couldn't stand to do that for several days after Readercon, because in real life partying all night leads to hangovers that make you cranky and tired and not want to touch booze again for days, or at least they're starting to with how old I'm getting. But one of these days I'll probably read it again and I'll make sure I have champagne this time, and maybe somebody to read it aloud to.

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