Michael Shea's A Quest for Simbilis is certainly no masterpiece. Being what is essentially an authorized work of fan fiction, Shea presents to us an alternative storyline featuring further misadventures of our beloved scoundrel Cugel the Clever. Published some 9 years before Cugel's Saga, A Quest for Simbilis is the work of a younger, arguably, equally talented author with a vibrant imagination and a distinct flavor of originality. Despite those two positive traits, however, this does not make up for the blatant flaws that the book has. But before I get into that, a brief summary is necessary.
A Quest for Simbilis centers around the journey of Cugel the Clever and his newfound master, a thane by the name of Mumber Sull, whose hereditary position as the leader of a community was stolen from him by the agents of the rivaling house of Slaye, the old man whom Cugel stole from in the previous book. Seeking to recover his status, Sull goes on a quest to look for a powerful Wizard, Simbilis the 16th, who had lordship over both houses in the past. Along the way, Cugel and Sull encounter several terrifying creatures and venture into incredible places while meeting new friends and allies along the way. The story ends with Cugel and his allies meeting Simbilis and getting their wishes fulfilled, sort of.
Like Vance, Shea takes on a wild and incredible journey across a remarkably enchanting world. Who could ever forget the horrors of Cannibal Keep, the labyrinthine wonder of Millions' Gather, or the mesmerizing purple lake in Subworld? Vance and Shea are especially talented with regard to developing majestic settings to populate their characters and sticky situations for them to get out of. Rather than it being a story centered primarily around the exploits of Cugel, Shea instead chose to devote significant screen time to other characters such as Sull and Polderbag. While it is nice to see what these characters can do, the iconic trickeries and schemes of Cugel are unfortunately left absent as a result, which brings me to this book's primary weaknesses.
Like Vance, Shea also lacks any sense of character development and substantial themes for his story. Cugel, Sull, and Polderbag remain very much the same from beginning to end as they transfer from one place to the next. A fourth character is introduced but she comes out so late into the story that she might as well have been written out entirely. The characters don't really seem to be affected by the experiences they undergo and any opportunities for them to have developed further are quickly brushed aside to move the plot forward.
Upon encountering the abrupt ending and closing the book, the entire experience felt like an Adult theme park ride that dazzles you with a bunch of captivating visuals, creatures, and locations (and violence, lots of it) before concluding without so much of an explanation other than "it's done, time to get off kid."
While Shea further broadens the horizons by vastly expanding and completing the already rich setting that Vance built in the previous Dying Earth books, he fails in taking almost any advantage whatsoever of the fertile ground he has laid before him and dooms himself to repeating the same formulas that made the series nothing more than entertaining genre fiction. This is in stark contrast to Gene Wolfe who saw the same fertile soil that Vance had prepared and grew an entire forest of ideas while telling a magnificent story and characters of his own.
Perhaps I expected too much from this book, which could very well have been a potboiler novel given how Shea was living at the time he read the Dying Earth books. But the fact remains that it could have been so much that it was had the author chosen to reflect substantial themes in his work.
Nonetheless, I had my share of the fun and as a fiction author myself, I've learned quite a lot about its mistakes and I'm thankful for that as I now know what to avoid in my own writing in the future.