Six tweens band together to rein in a mysterious object that’s influencing people’s behavior in an alternate 1975 Canberra, Australia.
Chimera “Kim” Basalt and Benjamina “Bennie” Chance are 12-year-old best friends. Each has a 10-year-old sister: Eileithyia “Eila” Indigofera Basalt and Madir Sofitela Chance. Kim’s “alternative lifestyle” parents enforce daily chores and discourage him from reading fiction, while Bennie’s absentee parents are more permissive. The foursome enjoys exploring the surrounding suburbs and farmland. One day, “super, super smart” Eila finds a mysterious orb in the water. Kim is spooked by the globe’s attempt to speak to them, but Eila, feeling an affinity, names her Aster. With Eila’s help, Aster, whose origins are uncertain, begins learning about her new surroundings, a process that results in deaths, including of ants, guinea pigs, and a kangaroo. Aster starts asserting more influence, shape-shifting and administering electric shocks to those she perceives as threats. When even Eila, who’s been enjoying the power that comes from being in cahoots with Aster, agrees that the orb’s control has gone too far, the kids recruit two schoolmates’ help and attempt to break Aster’s hold. Nix infuses his latest with Dungeons & Dragons gamesmanship, maintaining dramatic tension through nocturnal rambles and chase scenes. Kim’s tendency toward anxiety and caution contrasts with Bennie’s headlong approach. Astute readers who see the neat end coming will still enjoy the ride. Main characters present white.
An entertainingly offbeat science-fiction romp.
(author’s note, Nix’s Dungeons & Dragons campaign notes) (Science fiction. 9-12)