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48 pages 1 hour read

Kate Milford

Greenglass House

Fiction | Novel | Middle Grade | Published in 2014

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Character Analysis

Milo Pine

Milo Pine is a twelve-year-old boy who lives with his adoptive parents at Greenglass House, an inn that caters to smugglers. Milo is curious and smart but also struggles with the Search for Identity since he is a Chinese adoptee and does not know anything about his family of origin. The narrative describes Milo’s internal conflict when he sees others judging him: “How did a Chinese kid wind up in Nagspeake with that lady for a mom? Obviously adopted” (7). He loves his parents, but he wonders about his biological family and why they put him up for adoption. Milo’s life changes when a group of unexpected guests arrives at Greenglass House during the winter holidays. Each guest has a mysterious connection to the house and its history, and they all seem to be looking for something hidden in the inn. With the help of his new friend Meddy, Milo soon learns that the guests are all connected in some way to the famous Nagspeake smuggler Doc Holystone and that they may be searching for his last treasure hidden somewhere in the house. Throughout the narrative, Milo matures emotionally and intellectually and his quest to solve the mystery parallels his journey toward self-acceptance.

When Meddy, the cook’s daughter, introduces Milo to a role-playing game called Odd Trails, a whole new world of Childhood Bonding Through Adventure opens to him. Milo creates a character named Negret, a daring and clever blackjack who helps him solve the puzzles but also instills in him a sense of bravery and a newfound willingness to accept change. At first, Milo resists taking on a fantasy persona, but soon he begins slipping into the role of Negret without even thinking, fully immersing himself in a world of secrets, espionage, and sleuthing. Playing the game teaches Milo to become more courageous and resourceful. However, when Owen arrives, fantasy bleeds into reality and suddenly Milo cannot ignore the questions he has about the mystery of his past. The narrative describes his internal conflict: “Meddy’s game had for the first time given him an excuse to imagine a birth parent into his life without feeling like he was being disloyal to his mom and dad, and Milo discovered that he had very rapidly grown to treasure these keys and their pretend history” (253). Meeting Owen teaches Milo that he isn’t alone in his Search for Identity and the compassion he shows Owen in giving him the keys displays Milo’s character growth. As he makes connections with each of the guests, who appreciate his kindness and intelligence, Milo realizes that he has people who love him and value him. Milo accepts that he may never know his full history, but he can be content with having loving parents and new friends who make him feel complete.

Meddy

Meddy, whom Milo believes to be Madeline Caraway for much of the story, is an adventurous girl who befriends Milo and introduces him to a role-playing game called Odd Trails which helps them uncover the secrets of the house and its guests. For her persona, Meddy chooses to be a scholiast, an invisible winged creature, claiming only Milo can see her. Often found hiding behind the Christmas tree or disguised by clothing she found in the Emporium, their code name for the attic, the novel hints that Meddy may not be a regular girl. She eventually reveals that she is the ghost of Addie Whitcher, the daughter of the famous smuggler Michael “Doc Holystone” Whitcher, who used Greenglass House as a hideout before he died. Meddy changes throughout the story as she shape-shifts from appearing as a small child to Milo to transforming into a terrifying apparition to Mr. Vinge, and finally, vanishing like a puff of smoke. She begins as an annoyance to Milo, another disruption in his holiday plans, but through Childhood Bonding Through Adventure, she becomes a loyal companion and friend who inspires Milo to seek adventure, embrace change, and display his bravery.

Like Milo, Meddy is a complex and conflicted young person. Milo does not fully understand how he should feel about his adoption and Meddy does not fully comprehend her role as a ghost and why she felt compelled to return to Greenglass House. Milo and Meddy, as Negret and Sirin, use the role-playing game to unlock the secrets of Greenglass House and its unexpected guests, but in the process, they also engage in a Search for Identity. Meddy learns to accept the tragedy that killed both her and her father. The resolution to the mystery reveals to her that the notorious Doc Holystone was a loving father and that she was his greatest treasure. Meddy’s presence in the narrative not only adds a fantastical element but also highlights the value of friendship and the love between parents and their children. Meddy teaches Milo to search within himself for answers and rely on his strength to persevere. Through her game, Milo learns valuable wisdom about life. Meddy tells him, “You roll a die to see if you succeed. For you, here and now? […] Believe you can do it and try hard” (138). Though Meddy departs in the end, she leaves behind the scholiast figurine a reminder to Milo of his new friend and the adventures they shared.

De Cary Vinge

As his name suggests, Mr. Vinge, a vengeful villain in disguise, comes to Greenglass House to seek revenge against Doc Holystone. He poses as a historian but steals from the other guests—and himself, to thwart suspicion—and creates chaos inside the inn. At the climax of the story, Mr. Vinge reveals himself to be a customs agent who works for Deacon and Morvengarde, the corrupt catalog company that holds a monopoly on much of the commerce and trade in Nagspeake. Vinge also reveals that he was at Greenglass House on the night of Doc Holystone’s death and has returned to find a super weapon that he believes Holystone hid inside Greenglass House. Once Vinge reveals his identity, Milo considers his villainy: “It had always seemed to Milo that most folks in Nagspeake, if you asked them and they answered honestly, were more on the side of the smugglers than the customs agents or Deacon and Morvengarde. But Mr. Vinge, perhaps, wasn’t most folks” (310). Vinge’s treasure hunt comes to an end when he discovers that Holystone’s last cargo was not a priceless treasure but instead a gift for his daughter. Mr. Vinge proves that appearances can be deceiving. His cheerful socks hide a nasty, vindictive attitude and what he perceives as a valueless toy is a priceless gift for Meddy. Vinge’s villainy and his willingness to cause harm to the residents of the inn force Meddy to become a frightening spirit and he flees the house in cowardly shame. Vinge’s character, a man motivated by greed and spite, serves as a contrast to the other characters who care about the history and meaning behind the objects in Greenglass House.

Eglantine Hereward

Mrs. Hereward is an old woman who arrives at Greenglass House in search of Julian Roamer’s relics. Her character illustrates The Power of Folklore, Storytelling, and Myth. A descendant of Lucy Bluecrowne, daughter of Greenglass House’s original owner, Mrs. Hereward is a passionate and stubborn character who has a strong interest in history and folklore. She sparks Milo’s interest with the stories she shares. The first story that grabs Milo’s interest is a folk tale about Julian Roamer, a famous roamer, or person who has special wisdom and power. She later tells the story of Owen’s Chinese family of origin, which inspires Milo to wonder about his own biological family. 

When she first arrives, Mrs. Hereward’s demeanor annoys Milo, but like all the guests, once he learns their story, he begins to understand them more. He thinks, “It sounded as if perhaps, despite her hair-trigger temper and her constant tea drinking and the differences in their ages, Mrs. Hereward might actually be a sort of kindred spirit. They were both adventurers, after all, and they both wished for a link to their ancestry” (148-49). Like Milo, Mrs. Hereward has a strong connection to Greenglass House and a burning curiosity about the stories and relics of her ancestors. When Milo finds Julian’s lantern in the attic, he gifts it to Mrs. Hereward, having learned how important relics of the past are to people in the present. In repayment for his kindness, Mrs. Hereward gifts Milo with the mittens and scarf she has been knitting during her stay at Greenglass House.

Owen

Owen is the adopted Chinese son of Bluecrowne, the original owner of Greenglass House. Milo first hears Owen’s name when he eavesdrops on Georgie and Clem’s conversation. When Georgie tells her story, she relates how she and Clem both love Owen, but he only loves Clem. Owen comes to Greenglass House in search of Clem, but he gets more than he bargained for when Mrs. Hereward recognizes him. Owen’s appearance connects several pieces of the mystery as Mrs. Hereward explains that Lansdegown, the mysterious name of Georgie’s camera, was the original name of Greenglass House created by Owen’s ancestors Liao and Lucy Bluecrowne. For Milo, however, Owen’s appearance is more than just a clue in the mystery. Seeing another person of Chinese ancestry separated from their family of origin touches Milo deeply and makes him feel less alone. Milo empathizes with Owen’s Search for Identity, and it moves him to give Owen the keys he found in the attic. Though Milo had made the keys a part of his story, he recognizes their value to Owen. He thinks, “But for Owen, it’s more than real. It’s true” (253). In turn, Owen gives Milo his dragon figurine, a symbol of their shared cultural identity. Though he only came in search of love, Owen learns he is an important part of Greenglass House’s history. By befriending Milo, he becomes a part of his chosen family.

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